Traditions and Spells
BLOW YOUR HORN SONG UTILITY 9 MUSIC OF THE SPHERES SONG UTILITY 10
Target One structure entirely enclosed by a cube of Upon casting this spell, you must concentrate for 1 hour,
space, 500 yards on a side, originating from a point during which time you sing or play music. When you finish,
within short range you alter reality in some way. You can choose any one of the
following effects:
You create the sound of one hundred horns sounding to fill • Cast any spell of rank 8 or lower from any tradition. If you
the air with painful noise. The target takes damage equal
to its Health and crumbles into ruin. Any creatures inside cast a spell that has an aftereffect, you can do so without
the structure that have a Health score of 50 or lower also suffering that spell’s aftereffect.
take damage equal to their Health, and their corpses are • Create one nonmagical object worth up to 100,000 gc.
buried in the rubble. Creatures in the structure that have a • Restore life to up to ten dead creatures within long range,
Health score higher than 50 must make a Strength challenge causing each to heal damage equal to its healing rate.
roll with 3 banes. A creature takes 8d6 + 50 damage and • Choose up to ten creatures you can see and allow each
becomes buried under 6 feet of debris on a failure, or just creature to heal all its damage, remove all afflictions from
takes half the damage on a success. itself, end any curses on it, and be restored to the prime
A buried creature takes 1d6 damage and is blinded and of his or her life.
deafened. At the end of each round, the creature takes 1d6 • Undo the effects of any spell of rank 9 or lower cast within
damage until it is no longer buried. The creature can use 1 mile of you.
an action to try digging its way free by making a Strength • Reshape the landscape within 1 mile of you, such that you
challenge roll with 1 bane. On a success, the target digs could cause a mountain to push up from the ground or
2 feet up toward the surface. water to cover the area.
A creature can free a buried target by digging it out. A • Choose one creature you can see. If the creature’s
creature can use its hands, or other appendages, to dig Difficulty is 750 or lower, you remove it from existence.
1 foot down per round spent working. If using tools, such Other uses of this spell might be possible with the GM’s
as a shovel, the creature digs 3 feet down per round spent permission.
working. If the target is buried in stone, a creature can dig
only by using tools and gets through 1 inch per round spent Aftereffect You must make a Will challenge roll with 5
working this way. Multiple creatures working together can banes. On a success, you must wait at least 1 year and 1 day
free targets more quickly. Certain spells might expedite the before you can cast this spell again. On a failure, your body
recovery of affected targets, at the GM’s discretion. dissipates into sparkling particles that fly up into the sky,
where they become one with the universe.
Aftereffect You must make a Will challenge roll with
4 banes. You take 8d6 damage on a failure, or half the
damage on a success.
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Traditions and Spells
Soul FEAT OF WILL SOUL UTILITY 0
Most living things have souls. From the beasts in Duration 1 minute
the fields to the fish swimming in the ocean, as well
as in people of nearly all kinds, the soul within the For the duration, whenever you would make an attack roll
flesh defines the essential essence of the individual’s or a challenge roll using the modifier from an attribute or a
character and nature. Souls also bear a record of one’s characteristic other than Will, you can make the roll using
mortal life—pristine and unsullied for those who walk your Will modifier instead.
in light and goodness, but blackened and filthy in those
who embrace the darkness. Triggered When a creature would make an attack roll
A mortal creature’s soul survives death, descending against one of your attributes or characteristics other than
into the Underworld or Hell for souls burdened by your Will, you can use a triggered action to add a bonus
corruption, and in time returns to the world to inhabit to the attribute being attacked. The bonus equals your
a new body. For an immortal creature, death marks Will modifier.
the end of existence. The soul lingers inside the flesh,
dissipating as the body decays until that essence passes Triggered When you would make an attack roll or a
from the world altogether. challenge roll using the modifier from an attribute or a
Within the essential essence of souls lies power characteristic other than Will, you can use a triggered
that few ever realize, let alone harness. By calling action to cast this spell and use your Will modifier instead.
upon this force, one can surpass the limits of the
body and perform astonishing acts that any would FOCUSED STRIKE SOUL UTILITY 0
deem impossible. Before scholars codified the various
ways one can use magic to harness the soul’s power, Make an unarmed strike against a creature you can reach.
mastery of Soul magic was confined to the few mystics, You can use Will in place of the attribute you would
madmen, and wisdoms who had, by one means or ordinarily use, you make the attack roll with 1 boon, and
another, taken the first steps on the road to becoming the attack deals 1d6 extra damage.
something more. Now, the tradition encompasses those
discoveries made by pioneers of the art and offers GUARDED SOUL SOUL UTILITY 1
various ways its students might follow in their steps.
Any magic capable of harvesting energy from Duration 1 minute
one’s soul can put that soul into peril—and the
destruction of even a single soul diminishes the world You impose 1 bane on all rolls made to attack you, and
in an irreparable way, since all the souls currently you make challenge rolls to resist attacks with 1 boon for
in existence are all that will ever be. For this reason, the duration.
masters of Soul magic never impart their knowledge of
the tradition lightly. Triggered When you are the target of an attack, you can
Souls or No Souls: Many Soul spells affect only use a triggered action to impose 4 banes on the triggering
creatures that have souls. Creatures that lack souls attack roll.
include demons, elementals, genies, some constructs,
and some undead such as animated corpses, but not Sacrifice You can use an action and expend a casting of
sentient undead such as barrow wights, boneguards, this spell to heal damage equal to half your healing rate.
and the like.
Transcendent Mind: Mastering Soul magic requires LEAF ON THE WIND SOUL UTILITY 1
an ordered mind, one free from self-doubt, anxiety,
or delusion. The more a student learns to call upon Duration 1 minute
its power, the greater his or her ability to withstand
the horrors of the world. Each time you learn a Soul For the duration, you have a +4 bonus to Speed and you
spell, increase the maximum amount of Insanity you ignore the effects of moving across difficult terrain, even
can gain by 1. For example, if you have a Will of 11 and when climbing or swimming. If you have the flier trait, the
you learn two Soul spells, your maximum Insanity bonus increases to +8.
becomes 13.
Sacrifice You can use an action and expend a casting of
this spell to move up to your Speed. This movement does
not trigger free attacks.
SOUL TO SOUL SOUL UTILITY 2
Duration 1 hour
You attune your senses so that you detect the presence
or absence of any creature that has a soul within medium
range of you. If such a creature is hidden from you, the spell
reveals that creature’s location to you. In addition, your
attack rolls against creatures that have souls ignore banes
incurred from obscurement.
Sacrifice You can use an action and expend a casting of this
spell to touch one creature you can reach that has a soul. For
as long as you concentrate, up to 1 minute, you
and that creature can communicate, soul to soul, even if
you do not share a common language and even if the
creature knows no languages.
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Traditions and Spells
TOPPLE THE MOUNTAIN SOUL UTILITY 2 SOUL DISSONANCE SOUL ATTACK 5
Duration 1 minute Make an unarmed strike against one creature you can reach.
If the creature has a soul, you make the attack roll with
You make all Strength attack rolls and challenge rolls with a 3 boons, and you can substitute Will for the attribute you
number of boons equal to your Will modifier (minimum 1) for would normally use. On a success, the creature also gains
the duration. 1d3 Insanity and becomes stunned for a number of rounds
equal to its Insanity total. At the end of each round, a
Triggered When a creature that is your Size or larger makes creature stunned by this spell can make a Will challenge roll
a melee attack against you, you can use a triggered action with 2 banes. The creature gains 1d3 Insanity on a failure, or
to cast this spell. Make a Strength attack roll with a number removes the stunned affliction from itself on a success.
of boons equal to your Will modifier against the triggering A creature that goes mad from gaining Insanity in this way
creature’s Strength. On a success, the triggering creature’s takes damage equal to its Health.
attack is automatically a failure, the creature takes 2d6 If the creature doesn’t have a soul, your attack deals
damage, and it flies 1d6 yards in a direction you choose 5d6 extra damage instead.
before falling prone.
INTROSPECTIVE TRANCE Attack Roll 20+ The creature also takes 2d6 extra damage.
Duration 1 minute SOUL UTILITY 3 BECOME THE SOUL SOUL UTILITY 6
You place yourself in a trance that lasts for the duration. Duration 4 hours
While in this trance, you are defenseless and immobilized.
At the end of the duration, you heal all your damage, and For the duration, you take half damage from weapons, and your
you can remove the diseased or poisoned affliction from attacks deal half damage. You can move by flying, and you can
yourself. move through solid objects and other creatures. Finally, you
ignore the effects of moving across difficult terrain.
SOUL SHIVERS SOUL ATTACK 3 If the spell ends and you are in a space occupied by a
creature or an object, you and the creature or object each
Make an unarmed strike against one creature you can reach. take 5d6 damage. A creature that would take this damage
If the creature has a soul, you make the attack roll with can make an Agility challenge roll with 2 banes and reduces
3 boons and you can substitute Will for the attribute you the damage to 0 on a success.
would normally use. On a success, the creature also takes
2d6 extra damage and becomes dazed for 1 minute. At the RECALL FORMER LIVES SOUL UTILITY 6
end of each round, a creature dazed in this way can make
a Will challenge roll with 1 bane and removes the dazed Duration Until you complete a rest
affliction from itself on a success.
If the creature doesn’t have a soul, your attack deals You gain 1d6 random professions for the duration. For each
4d6 extra damage instead. profession you gain in this way, you gain 2 memories, which
disappear when used or when the spell ends. When you
Attack Roll 20+ Increase the extra damage by 2d6. would make an attack roll or challenge roll, you can expend
a memory to make the roll with 3 boons. Alternatively,
QUIET THE SOUL SOUL UTILITY 4 you can expend a memory at any time to ask the GM one
question that can be answered with a yes or a no. The GM
Target One creature you can reach must answer your question truthfully.
Duration 1 hour
DISPLACE SOUL SOUL ATTACK 7
You touch the target, removing the charmed, compelled,
and frightened afflictions from it and rendering it immune Make an unarmed strike against one creature you can reach.
to these afflictions for the duration. In addition, make a Will If the creature has a soul, you make the attack roll with
attack roll against the target’s Intellect. On a success, you 3 boons, and you can substitute Will for the attribute you
remove 1 Insanity from the target. would normally use. On a success, the creature also gains
2d6 Insanity. Instead of becoming frightened from gaining
Sacrifice When a creature attacks your Intellect, Will, this Insanity, the creature falls prone and becomes
or Perception, or you would make an Intellect, Will, or unconscious for a number of rounds equal to its Insanity
Perception challenge roll, you can use a triggered action total, as its soul is forced from its body. The creature’s soul
and expend a casting of this spell to impose 3 banes on hangs in the air, struggling to reenter its body, which it does
the triggering attack roll or grant yourself 3 boons on the after the effect ends. If the Insanity gain would cause the
triggering challenge roll. Then, remove 1 Insanity from creature to go mad, it takes damage equal to its Health, and
yourself. the soul tumbles into the Underworld or Hell.
If the creature doesn’t have a soul, your attack deals
TRANCE OF EXCELLENCE SOUL UTILITY 4 7d6 extra damage instead.
Duration 1 minute Aftereffect You must make a Will challenge roll with 3 banes.
On a failure, you gain 1d6 Insanity and 1 Corruption.
You place yourself in a serene trance that lasts for the duration.
While in this trance, you are immune to the asleep, blinded, ASTRAL PROJECTION SOUL UTILITY 8
charmed, compelled, dazed, deafened, diseased, fatigued,
frightened, grabbed, immobilized, impaired, poisoned, slowed, Duration Concentration
and stunned afflictions, and you take half damage from all
sources. Whenever you take damage, you must get a success You slip into a trance, causing your body to slump,
on a Will challenge roll or the spell ends immediately. becoming defenseless and immobilized for the duration.
Your soul, however, slithers free and moves into a space
CONFOUND THE SOUL SOUL UTILITY 5 within 1 yard of the space occupied by your body. If your
body takes damage, you gain 2d6 Insanity, your soul
Duration 8 hours returns to your body, and the spell ends. While your soul
is separate from your body, you apply all the following
For the duration, you become invisible to creatures that have changes to your statistics.
souls and are partially obscured from creatures that don’t
have souls. When you attack with a weapon, spell, or talent, Attributes Your soul lacks a Strength or Agility score and
you must get a success on a Will challenge roll or the target cannot make attack rolls or challenge rolls using these
of your attack becomes immune to the effects of this casting attributes. Your soul ignores attacks that target these
of the spell. attributes or that can be resisted by making challenge rolls
with these attributes.
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Traditions and Spells
Characteristics Your soul’s Size is the same as your body’s. TRANSCENDENCE SOUL UTILITY 9
You use your Perception score for your soul, but your
Defense becomes equal to your Intellect score, and your Duration Concentration, up to 1 hour
soul’s Health equals your Will score. Your Speed equals the
higher of your Intellect and Will scores. You become immune to all damage, to gaining Insanity,
and to all afflictions for the duration. If you use an action
Spirit You take half damage from all sources. You are to make an attack or to cast an attack spell, the spell ends
immune to the following afflictions: asleep, blinded, deafened, immediately.
diseased, fatigued, grabbed, immobilized, poisoned, prone,
slowed, and unconscious. ENLIGHTENMENT SOUL UTILITY 10
You can move through solid objects and other creatures. Duration Permanent
You ignore the effects of moving across difficult terrain.
You cannot, however, physically interact with creatures or Make a Will challenge roll with 5 banes. On a failure, you gain
objects. When you speak, only spirits, animals, and children 3d6 Insanity. On a success, you gain the following benefits
can hear you, though you can hear normally. In addition, that last for the duration.
you are invisible to all creatures that are not spirits, • You gain a bonus to Defense and Will equal to your Will
animals, or children.
modifier (maximum score 25 for Defense and 20 for Will).
Spells All creatures other than spirits are immune to the • You cannot gain Insanity.
effects of spells you cast. • You become immune to the asleep, charmed, compelled,
Instant Travel When you use an action to concentrate on this dazed, fatigued, frightened, impaired, slowed, and
spell, you can choose a location that exists in the world and stunned afflictions.
instantly travel to that location. Once you use this function, • You impose 3 banes on attack rolls made against you, and
you must wait 10 minutes before you can use it again. you make challenge rolls with 3 boons.
• You make attack rolls with 3 boons, and your weapon
Creeping Madness At the end of each hour you concentrate attacks deal 1d6 extra damage.
on this spell, you must get a success on a Will challenge roll • At the end of each hour after casting this spell, you heal
with 4 banes or gain 1d6 Insanity. damage equal to your healing rate.
• You stop aging and you remain at your present age until
Traumatic Death If your Insanity total becomes equal to you die.
your Will score, your body dies, freeing your spirit to plunge
into the Underworld or Hell. Aftereffect You cannot cast this spell again until you have
defeated a creature under the effect of this spell.
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Traditions and Spells
Spiritualism PEER INTO THE SPIRITUALISM UTILITY 0
SPIRIT WORLD
The Spiritualism tradition finds its roots in the First
People, who called forth the spirits of animals and Duration 1 minute
of their ancestors to acquire their wisdom and their
power. Although others, including mediums, seers, and You can see all invisible creatures and objects within short
necromancers, make use of this tradition, it remains range as if those creatures and objects were visible.
most often found among the devotees of the Horned
King and the shamans of the Woad tribes. CALL POLTERGEIST SPIRITUALISM UTILITY 1
Treating with the Underworld comes with a price.
Students of the tradition find themselves beset by Area A cube of space, 1 yard on a side, originating from
spectral voices, half-glimpsed faces and bodies, and a point within short range
other manifestations or suggestions of spiritual activity.
Often, these minor spirits follow the caster with interest Duration 1 minute
and sometimes make themselves known through faint
knockings in the walls, temperature changes, and foul You cause a poltergeist (Shadow, page 250) to appear in
odors. Such events might convey a spirit’s displeasure, a the area and then force it to use its Manifestation special
warning, or a need to communicate. action. The poltergeist remains for the duration or until it is
incapacitated, at which point it returns to whatever place
it came from. When the poltergeist appears, make a Will
attack roll against the poltergeist’s Will. On a success, the
poltergeist becomes compelled for the duration. On a failure,
the poltergeist acts in accordance with its nature.
VEXING SPIRIT SPIRITUALISM ATTACK 1
Target One creature you can see within short range
FRIGHTFUL SPIRIT SPIRITUALISM UTILITY 0 Make a Will attack roll against the target’s Will. On a success,
a shadowy spirit appears and plunges into the target’s body,
Area A cube of space, 1 yard on a side, originating from a where it remains for 1 minute. Until the effect ends, the target
point within short range is frightened, and whenever it gets a failure on an attack roll
or challenge roll, you can move the target up to 3 yards in
Duration 1 round any direction the target can ordinarily move.
A ghostly figure appears inside the area and remains for the Attack Roll 20+ The target also gains 1d3 Insanity.
duration. Any creature within 1 yard of the area and that can see
it makes attack rolls and challenge rolls with 1 bane. A creature LION SPIRIT SPIRITUALISM UTILITY 2
immune to the frightened affliction is immune to this effect.
Target One creature you can see within short range
Duration 1 minute
A ghostly lion appears in the air and leaps into the target’s
body, where it remains for the duration. The spirit grants
the target a +5 bonus to Health, a +2 bonus to Speed, and
a +2 bonus to weapon damage rolls. In addition, when the
target uses an action to charge, it can use a triggered action
at any point before the end of its turn to attack with a weapon.
SPIRIT THRALL SPIRITUALISM UTILITY 2
Duration 1 hour; see the effect
A ghostly spirit appears in your space and is tethered to you
by a wispy cord. The spirit has Defense 10, Health 20, and is
immune to gaining Insanity and to all afflictions. The spirit
moves with you, remaining in your space. It remains for the
duration or until its damage total equals its Health. Whenever
you take damage, you apply half the damage to the spirit
created by this spell.
If the spell ends because the spirit’s damage total
equals its Health, it screams and disappears. You and
each creature within short range of you that can hear
the scream must each make a Will challenge roll, gaining
1 Insanity on a failure.
CALL PHANTOM SPIRITUALISM UTILITY 3
Area A cube of space, 1 yard on a side, originating from a
point within medium range
Duration 1 minute
You cause a phantom (Shadow, page 250) to appear in
the area and then force it to use its Manifestation special
action. The phantom remains for the duration or until it is
incapacitated, at which point it returns to whatever place it
came from. When the phantom appears, make a Will attack
roll against the phantom’s Will. On a success, the phantom
becomes compelled for the duration. On a failure, the
phantom acts in accordance with its nature.
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Traditions and Spells
HORRIFYING SPIRITS SPIRITUALISM ATTACK 3 If you got a failure on the attack roll, the spirit becomes a
wraith (Shadow, page 258) that appears in an open space
Area A 5-yard-radius sphere centered on a point within within 2 yards of the target. The wraith takes the next
medium range available turn and acts in accordance with its nature. It
remains until it’s destroyed.
Duration 1 round
Hideous spirits loosed from the Underworld spread out SPIRIT BIND SPIRITUALISM ATTACK 6
and fly through the area for the duration. Each creature in
the area or that enters it must make a Will challenge roll. Target One living, mortal creature you can see within short
A creature takes 3d6 damage and gains 1d3 Insanity on a range
failure, or just takes half the damage on a success. When a
creature is frightened from gaining Insanity in this way, it A random spirit from the Underworld answers your call and
must use its action to rush and move away from the spell’s tries to invade the target’s body. Make a Will attack roll
origin point by the safest available route on each of its turns. against the target’s Will. On a success, the target becomes
charmed. When it is charmed in this way, the spirit you
HOST OF SPIRITS SPIRITUALISM UTILITY 4 called dominates the target’s soul, with effects as described
below. On a failure, the spirit becomes a specter (see page
Duration Until you complete a rest or you expend the 142) that appears in an open space within 2 yards of the
last spirit target. The specter acts in accordance to its nature and
remains until it is destroyed.
You call out to the spirit world and 2d6 spirits move into your A charmed target becomes possessed by the spirit. The spirit
body and remain for the duration or until you cast this spell has complete control over the host body and decides when
again. When a creature you can see attacks you, you can it acts, what actions it takes, and how it moves. The spirit
expend a spirit to impose 1 bane on the triggering attack roll can draw upon the host body’s memories and experiences,
or to grant 1 boon on your challenge roll to resist the attack. so it can use any talent or trait the host possesses. Make the
In addition, when you would become incapacitated, you can following changes to the host’s statistics box:
expend a spirit to heal damage equal to your healing rate. • Roll 2d6 + 3 twice; replace the target’s Intellect with one
Finally, you can use a triggered action to expend a spirit
and send that spirit to attack one creature you can see within result and its Will with the other.
medium range. Make a Will attack roll against the creature’s • Give the target two random professions.
Will. On a success, the creature takes 2d6 damage, gains 1 Once the spirit possesses the target, the target becomes
Insanity, and becomes frightened for 1 minute. friendly to you. The target can take the next available turn,
fights on your side, and tries to help you.
HORROR OF THE SPIRITUALISM ATTACK 4 At the end of each round, the target can make a Will
SPIRIT WORLD challenge roll, using its original Will modifier. On a success,
the spell’s effect becomes suppressed for 1 round. After the
Target One creature you can see within medium range third success, the spell ends, and the spirit returns to the
Underworld. If the target gets three failures, its original soul
Spectral hands reach out and around the target to grasp its is displaced from its body and sent to the Underworld, which
body. Make a Will attack roll against the target’s Agility. On makes the effect of the spell permanent.
a success, the target is dragged into the Underworld, where
it remains for 1d6 rounds. On a failure, the target takes 2d6 GUIDING SPIRITS SPIRITUALISM UTILITY 6
damage as it tears free from the grasping hands.
A target dragged into the Underworld gains 1d3 Insanity Duration Until you complete a rest; see the effect
each round it spends there. At the end of each round, the
target can make a Strength challenge roll with 2 banes. On Rushing up from the ground all around you are 2d6 + 3
a success, the target ends the effect. When the time is up spirits called forth from the Underworld. Each spirit plunges
or when the target ends the effect, it returns to the space it into your body by way of your mouth, one at a time.
vacated and suffers the effects of gaining Insanity from that Each creature within short range of you that can see this
point. When it is frightened from gaining Insanity in this way, happening must get a success on a Will challenge roll or
the target is also impaired. gain 1 Insanity. While you have at least one spirit inside you,
you make all Perception rolls with 2 boons. In addition, you
CALL SPECTER SPIRITUALISM UTILITY 5 can expend a spirit, causing it to emerge from your mouth
and return to the Underworld, to gain certain benefits, as
Area A cube of space, 1 yard on a side, originating from a described below.
point within short range
Maddening Spirit You can use an action to expend a spirit
Duration 1 minute and send it to attack one creature you choose within medium
range. Make a Will attack roll against the creature’s Will. On a
You cause a specter (see page 142) to appear inside success, the creature gains 1d6 Insanity.
the area and force it to use its Manifestation ability. The
specter remains for the duration or until it is incapacitated, Mauling Spirit You can use an action to expend a spirit and
at which point it returns to whatever place it came from. send it to attack one creature you choose within medium
When the specter appears, make a Will attack roll against range. Make a Will attack roll against the creature’s Strength.
the specter’s Will. On a success, the specter becomes On a success, the creature takes 3d6 damage.
compelled for the duration. On a failure, the specter acts in
accordance with its nature. Scouting Spirit You can use an action to expend a spirit
and instruct it to travel up to 100 yards away from you and
TORMENTING SPIRIT SPIRITUALISM ATTACK 5 return. One minute later, the spirit returns and tells you
what it saw. The spirit can perceive creatures, doors, traps,
Target One creature you can see within medium range hazards, and any other details, hidden or otherwise. The spirit
then disappears.
You call up a vicious spirit and send it to harry the target.
Make a Will attack roll against the target’s Will. On a success, Spiritual Aid When you make an attack roll or a challenge
the spirit sinks partly into the target’s body. The spirit roll, you can use a Triggered action to expend a spirit and
imposes 2 banes on all attack rolls and challenge rolls the make the roll with 1d3 boons.
target makes and causes the target to take 4d6 damage at
the end of each round until the spell ends. A target affected Aftereffect You must make a Strength challenge roll with
by this spell can make a Will challenge roll at the end of each 3 banes. On a failure, you become fatigued for 1 hour.
round. After two successful rolls, the spell ends.
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Traditions and Spells
HERO SPIRIT SPIRITUALISM UTILITY 7 DRAGON SPIRIT SPIRITUALISM UTILITY 9
Target One creature you can see within medium range Target One creature you can see within long range
Duration 1 hour Duration 10 minutes
The spirit of a dead hero appears nearby and plunges into The spirit of a dead dragon appears nearby and plunges into
the target’s body, where it remains for the duration. The the target’s body, where it remains for the duration. The spirit
target gains a +2 bonus to Defense and a +20 bonus to confers all of the following benefits to the target.
Health; it makes attack rolls and challenge rolls with 3 boons; • The target gains the frightening trait (Shadow, page 214).
its weapon attacks deal 2d6 extra damage; and it cannot be • The target gains a +5 bonus to Perception.
charmed, compelled, or frightened. • The target gains truesight. It can see in areas obscured by
When the spell ends, the target must get a success on a Will
challenge roll with 3 banes or gain 1d6 Insanity. shadows and darkness as if those areas were lit. It can also
see invisible creatures and objects, and it automatically
VISION OF THE SPIRITUALISM ATTACK 8 recognizes illusions it sees for what they are.
UNDERWORLD • The target gains a +6 bonus to Speed and can move
by flying.
Area A cube of space, 5 yards on a side, originating from a • When the target moves by flying after making an attack,
point within long range the target’s movement does not trigger free attacks.
• The target takes half damage from spells and makes
Duration 10 minutes challenge rolls to resist attack spells with 1 boon. In
addition, the target imposes 1 bane on rolls made to
You open a window to the Underworld inside the area that attack it with spells.
remains open for the duration. Each living, mortal creature • The target’s melee attacks deal 2d6 extra damage.
that can see the area, other than you and members of your • The target can use an action to spew fire into a 10-yard-
group, must get a success on a Will challenge roll with long cone originating from a point it can reach. The
2 banes or gain 1d6 Insanity. Furthermore, any creature flames deal 4d6 + 5 damage to everything in the area.
that got a failure on the roll is frightened for as long as it A creature in the area can make an Agility challenge roll
can see the area. with 2 banes. A creature takes 4d6 + 5 extra damage and
Any creature that moves into the area is dragged into the catches fire on a failure. A creature that catches fire takes
Underworld. A creature dragged into the Underworld gains 1d6 damage from the flames at the end of each round
1d3 Insanity each round it spends there. At the end of each until the fire is extinguished. Once the target spews fire,
round, the creature can make a Strength challenge roll with it must wait 1 round before it can use it again.
2 banes. On a success, the creature ends the effect. When When the spell ends, the target must get a success on a
the time is up or when the creature ends the effect, it returns Will challenge roll with 4 banes or gain 1d6 Insanity.
to the space it vacated and suffers the effects of gaining
Insanity from that point. When it is frightened from gaining OPEN THE
Insanity in this way, the creature is also impaired.
While you are within medium range of the area, you can use UNDERWORLD’S GATES SPIRITUALISM ATTACK 10
a triggered action on your turn to cast any Spiritualism spell
you have learned that normally requires an action to cast. In Area A cube of space, 3 yards on a side, originating from
addition, when you cast a Spiritualism attack spell, you make a point you can see within long range
the attack roll with 2 boons, and you impose 2 banes on
challenge rolls made to resist your Spiritualism attack spells. Duration 1 hour
Finally, spirits within medium range of the area make attack
rolls with 2 boons, and their attacks deal 2d6 extra damage. A great iron gate appears inside the area and remains for
the duration. When the gate appears, it opens, revealing
a shadowy road that twists and turns down into the
Underworld. Each living and mortal creature that can see
the gate must get a success on a Will challenge roll with
3 banes or gain 1d6 Insanity.
When the gate appears and at the end of each minute
thereafter, roll a d6 and consult the following table to see
what emerges from the opened portal.
d6 Creatures
1 1d6 manes (Shadow, page 246)
2 1d6 mobs of manes (see page 139)
3 2d6 mobs of manes
4 1d6 mobs of phantoms (see page 141)
5 2d6 mobs of phantoms
6 1 grim reaper (see page 137)
In addition, all spirits within 1 mile of the area gain a +2 bonus
to Defense and a +20 bonus to Health, make attack rolls and
challenge rolls with 3 boons, and deal 2d6 extra damage on
their attacks.
Living creatures within 1 mile of the area that are or become
incapacitated, diseased, or poisoned die immediately.
Aftereffect You must make a Will challenge roll with 5 banes
On a success, you gain 1 Corruption and become stunned for
1 hour. On a failure, you gain 1d3 Corruption and 2d6 Insanity,
and you cannot cast this spell again for 1 year and 1 day.
106
Traditions and Spells
Storm RIDE THE LIGHTNING STORM ATTACK 2
With ties to Air and Water magic, the Storm tradition Requirement You must be outdoors
grants control over the weather such that users of these Target Two points, one in your space and the other on a flat
spells can call down rain, loose bolts of lightning, and
unleash the most brutal storms imaginable to scour surface within medium range
the landscape. Like other elemental traditions, most
people come to Storm magic after having learned A bolt of lightning erupts at the point in your space and
its secret name from a genie, perhaps heard in the streaks up into the sky, carrying you with it. The lightning
midst of a raging hurricane or echoing in one’s ears deals 1d6 + 3 damage to everything within 2 yards of it. A
after being struck by lightning. A few of its adherents creature that gets a success on an Agility challenge roll takes
discover the tradition through research and study, but half the damage.
they must have the strength of will to focus the magic Then, a second bolt of lightning drops from the sky to strike
and call forth the power of the storms. the second point, dealing 2d6 damage to everything within
2 yards of it. A creature that gets a success on an Agility
challenge roll takes half the damage. You then reappear
safely in an open space within 2 yards of the second point.
Sacrifice You can use an action and expend a casting of this
spell to cast the forked lightning spell (Shadow, page 141).
STORM BLESSING STORM UTILITY 2
DRENCH STORM UTILITY 0 Duration 1 hour
Area A cylinder, 10 yards tall with a 5-yard radius, centered For the duration, you have a +4 bonus to Speed and you take
on a point within medium range half damage from cold, lightning, and thunder. Unless you
choose otherwise, normal precipitation does not touch you,
Duration 1 round light wind does not affect you, and you are not discomfited
by minor cold or heat.
A heavy rain falls in the area for the duration. The rain
heavily obscures the area and extinguishes all unprotected, Triggered On your turn, you can use a triggered action to
natural flames. The rain might have other effects at the GM’s cast this spell. The duration becomes 1 minute.
discretion.
Sacrifice You can use an action and expend a casting of this
ELECTRIC EEL SKIN STORM UTILITY 0 spell to cast the jolt spell (left).
Duration 1 minute DELUGE STORM UTILITY 3
For the duration, when a creature that touches you or deals Requirement You must be outdoors
damage to you with a melee weapon made of metal, the Area A cylinder with a 1/2-mile radius that reaches up to the
creature must get a success on an Agility challenge roll or
take 1d6 damage and drop whatever it is holding. That object sky, centered on a point on the ground you can reach
slides 1d6 yards away in a direction you choose. Duration 1 hour
Triggered When a creature touches you or deals damage to Black clouds gather above the area and release a torrential
you with a melee weapon made of metal, you can use a downpour that lasts for the duration. The area becomes
triggered action to cast this spell. The triggering creature heavily obscured and difficult terrain. The rain extinguishes
must get a success on an Agility challenge roll with 3 banes all flames, natural and magical, in the area. The spell might
or take 1d3 + 1 damage and become dazed for 1 round. The have additional effects at the GM’s discretion.
spell then ends. Finally, the spell empowers Storm and Water attack spells
cast from the area or into it. When a creature casts an attack
JOLT STORM ATTACK 1 spell from either of these traditions, the spell grants 1 boon
on the attack roll or imposes 1 bane on challenge rolls made
Target One creature you can reach to resist the spell.
Lightning crackles over your hand as you reach out to touch Sacrifice You can use an action and expend a casting of this
the target. Make a Will attack roll against the target’s Agility. spell to cast the poisonous fog spell (Shadow, page 141).
If the target is made of metal or wears metal armor, you
make the attack roll with 1 boon. On a success, you touch the THUNDERBOLT STORM ATTACK 3
target, shocking it for 1d6 + 3 damage. The target then flies
1d3 yards away from you and falls prone. Area A 3-yard-radius sphere centered on a point within
medium range
Attack Roll 20+ The target takes 1d6 extra damage.
A deafening noise erupts from the center of the area that
SLEET STORM UTILITY 1 can be heard from up to 1 mile away. Each creature in the
area that can hear the noise must make a Strength challenge
Area A cylinder, 20 yards tall with a 10-yard radius, centered roll with 2 banes. A creature falls prone, becomes stunned
on a point within long range for 1 round, and becomes deafened for 1 hour on a failure, or
impaired for 1 round on a success. Each creature within 20
Duration 1 hour yards of the area must get a success on a Strength challenge
roll or become deafened for 1 minute.
Sleet falls from the top of the area to blanket the ground
under it. The area becomes partially obscured for the
duration. At the start of the next round, surfaces covered by
the sleet become slippery. Any creature that moves at least 2
yards across such a surface must get a success on an Agility
challenge roll or fall prone and stop moving for that turn.
Finally, the spell empowers Storm and Water attack spells
cast from the area or into it. When a creature casts an attack
spell from either of these traditions, the spell grants 1 boon
on the attack roll or imposes 1 bane on challenge rolls made
to resist the spell.
107
Traditions and Spells CLOUD CHARIOT STORM UTILITY 4
108 Area A cube of space, 5 yards on a side, originating from
a point within short range
Duration 1 hour
Clouds gather inside the area until they take the shape of
a chariot drawn by four winged horses. The chariot and
horses count as one object with Health 50. The chariot
can hold creatures and objects whose total Size does
not exceed 8. The maximum Speed for this vehicle is 24
(acceleration 6/deceleration 6) in combat or 60 miles per
hour out of combat. The vehicle can move by flying. The
chariot moves as you direct it using spoken commands, and
the vehicle follows your most recent command until you
give it a new one.
The chariot provides cover to all its occupants, and its space
is partially obscured by the clouds. If the spell ends while the
chariot is airborne, its occupants fall.
Sacrifice You can use an action and expend a casting of this
spell to cast the hailstorm spell (Shadow, page 142).
SMOG STORM ATTACK 4
Area A 12-yard-long cone originating from a point you
can reach
Duration 1 minute; see the effect
Thick, billowing clouds of foul-smelling smoke come pouring
out from your hand to fill the area. At the end of each round
until the spell ends, the smoke spreads 1d3 yards out from
the area. The smoke heavily obscures its area and makes
the area difficult terrain.
When you cast the spell and at the end of each round
thereafter, each living and breathing creature in the area
must make a Strength challenge roll with 1 bane. A creature
takes 2d6 + 1 damage from the poisonous vapors and
becomes poisoned for 1 minute on a failure. When poisoned
in this way, a creature is also fatigued. If the creature is
already poisoned, it instead takes 2d6 extra damage. On a
success, the creature takes just half the damage.
Aftereffect All ordinary plants in the area wither and die.
DANCING LIGHTNING STORM ATTACK 5
Area A 20-yard-long cone originating from a point you
can reach
You release a flood of crackling lightning that deals 6d6
damage to everything in the area. Any creature wearing
metal armor takes double damage. A creature in the area can
make a Strength challenge roll; it takes half the damage on a
success, or it also falls prone and becomes defenseless for 1
round on a failure.
BIND STORM GENIE STORM UTILITY 5
Target A cube filled with smoke, vapor, or mist, 2 yards on
a side, originating from a point within long range
Duration 1 minute
At the end of the round in which you cast this spell, the
target becomes a Size 2 storm genie (see page 137). You
cannot voluntarily end this spell. When the genie appears,
make a Will attack roll against its Will. The genie becomes
compelled for the duration on a success, or becomes hostile
to you on a failure.
SUMMON STORM STORM UTILITY 6
Requirement You must be outdoors, able to see the sky,
and concentrate for 10 minutes
Target A point in the sky within 1 mile directly above you
Duration 1d6 hours
When you finish concentrating, powerful winds push heavy
clouds into the sky above you. The clouds form a line, 10
miles long and 2 miles wide. Heavy rain (or snow, depending
on the current air temperature) falls on the ground below
the clouds for the duration, after which time the storm
dissipates. The falling precipitation heavily obscures the
area below the storm.
Traditions and Spells
Strong winds blow through the area below the clouds. The NAME OF THE STORM STORM UTILITY 9
winds impose 3 banes on attack rolls made using ranged
weapons other than those that fire bullets. Furthermore, Duration 1 hour
any creature that tries to cast a spell in the area must get
a success on a Will challenge roll, or the spell fails and the You speak the secret name of storms. For the duration,
casting is wasted. you can cast Storm spells of rank 3 and lower that you have
After 1 hour, the ground below the clouds turns to mud (or learned without expending a casting. In addition, you can
is blanketed with snow), becoming difficult terrain until the cast any rank 0 Storm spell, whether you have learned it
mud dries. The storm might also cause flooding and other or not.
damage as the GM decides.
HURRICANE STORM UTILITY 10
Lightning Strike If you can see the storm, you can use an
action to call down a bolt of lightning to strike a point on Requirement You must be able to see the sky and
the ground under the storm within extreme range. The bolt concentrate for 1 hour
hits the point, dealing 3d6 damage to everything within
2 yards of it. A creature must make a Strength challenge roll; Target A point in the sky that you can see
it takes half the damage on a success, or also falls prone and Duration 3d6 hours
becomes stunned for 1 round on a failure.
When you finish concentrating, a rotating mass of black,
Eye of the Storm You can use a triggered action on your seething clouds spill out from the target until they reach
turn to create an area of calm below the storm. The eye is a 200-mile radius, at which point the mass becomes a
a 10-yard-radius sphere centered on a point in your space. hurricane. The storm moves 50 miles per hour in a direction
The eye renders its area excluded from the spell’s effects you choose.
for 1 minute. Heavy rain (or snow, depending on the current air
temperature) falls on the ground below the clouds for the
POWER OF THE STORM STORM UTILITY 6 duration. The falling precipitation heavily obscures the area
below the hurricane.
Duration 1 hour Severe winds of up to 175 miles per hour savage the area
under the clouds. Attack rolls made using thrown or ranged
You harness the energy of the storm, adding it to your own. weapons automatically result in failures. Attack rolls made
For the duration, you have a +2 bonus to Speed, and you using siege weapons are made with 5 banes. Flying creatures
can move by flying. When you cast a Storm attack spell, you and vehicles are blown about and fall.
make the attack roll with 2 boons and you impose 2 banes Given the scope of this spell’s effects, much is left to the
on rolls made by creatures to resist those spells. In addition, GM to describe; the hurricane flattens structures, causes
your Storm attack spells deal 2d6 extra damage. widespread flooding, uproots trees, tosses unsecured
objects about, and generally wreaks havoc until the storm
LIGHTNING STORM STORM ATTACK 7 subsides. The storm’s severity also means that some
significant loss of life is likely—people might drown, be
Target Up to 10 creatures or objects within long range of caught in collapsed buildings, or be struck by flying debris.
you Again, the GM decides exactly what happens based on
where the storm strikes.
Bolts of lightning explode from your body, racing toward Creatures in the storm must contend with the winds. At
the targets. Targeted objects take 8d6 damage. Each the end of each round, an unprotected creature in the area
targeted creature must make an Agility challenge roll with must make a Strength challenge roll. A Size 1 or smaller
1 bane, or 3 banes if it is wearing metal or is made from creature makes the roll with 3 banes. On a failure, a creature
metal. The creature takes 8d6 damage, falls prone, and cannot move against the wind; in addition, Size 1 and smaller
becomes stunned for 1 minute on a failure. On a success, the creatures fall prone and are moved 3d6 yards in the direction
creature just falls prone and takes half the damage. A target the wind is blowing.
stunned by this spell can make a Will challenge roll at the Also at the end of the round, flying debris might strike
end of each round and removes the affliction from itself on creatures in your vicinity. Assume that 1d6 pieces of debris fly
a success. into the area at randomly determined creatures. A creature
Thunder then booms from you. Each creature within threatened by flying debris must get a success on an Agility
medium range must get a success on a Strength challenge challenge roll or take 4d6 damage and fall prone.
roll with 1 bane or fall prone and become deafened for
1 minute. Aftereffect You must get a success on a Will challenge roll
with 5 banes, or you gain 3d6 Insanity and take 10d6 damage.
HEART OF WINTER STORM ATTACK 8 If you are incapacitated by this damage, you explode and die.
You must wait at least 1 year and 1 day before you can cast
Requirement You must be outdoors, must be able to see the this spell again.
sky, and must concentrate for 10 minutes
Area A cylinder with a 10-mile radius that reaches up to the
sky, centered on a point on the ground you can reach
Duration 3d6 days
When you finish concentrating, the air temperature plunges
to far below freezing. Dark clouds gather overhead, blotting
out the sun, and release heavy snow to fall to the ground
in the area, causing 1d3 + 2 feet of snow to accumulate
each day until the spell ends. The blizzard conditions
totally obscure the area, and all surfaces covered in snow
are difficult terrain. The strong winds prevent flying and
attacking with ranged weapons that do not use bullets.
Exposed creatures in the area that are not wearing some
sort of protective clothing take 1d6 damage at the end of
each round. Exposed creatures wearing protective clothing
must make a Strength challenge roll at the end of each
minute they are out in the open. On a failure, the creature
takes 1d3 damage.
Aftereffect You must make a Will challenge roll with
4 banes. On a failure, you take 6d6 damage and you
cannot cast this spell again for 1 month and 1 day.
109
Traditions and Spells
Technomancy DETONATION MARBLES TECHNOMANCY ATTACK 2
Bridging the gap between magic and technology, Target One creature or object on the ground within
Technomancy spells create all kinds of mechanical short range
wonders by assembling devices from the scraps
technomancers pick up along the way. Without You toss metal balls onto the ground, freeing them to roll
magic, these bizarre devices could not function, but toward the target. Make an Intellect attack roll with 1 boon
the infusion of unnatural power allows the most against the target’s Agility. On a success, the balls roll up
unhinged ideas of mad science to take a shape and to cover the target’s body or surface and remain there for
assume a function. 1 round. While covered in balls, the target is impaired and
slowed. When the effect ends, the balls explode, dealing
GATECRASHER TECHNOMANCY UTILITY 0 3d6 damage to the target and everything within 1 yard of
it. A creature in the area can make an Agility challenge roll
and takes half the damage on a success.
Attack Roll 20+ The target takes 1d6 damage.
Area A cube of space, 1 yard on a side, originating from a MINES TECHNOMANCY UTILITY 2
point you can reach
Area The ground inside a cube of space, 10 yards on a side,
Duration 1 hour originating from a point within medium range
You construct a Size 1/8 device that retains potency for the Duration 1 hour; see the effect
duration. The device has Defense 5 and Health 5. You can
use an action to touch the device to an object you can reach You conceal 5 mines under spaces within the area. When a
and that is not worn or carried by a creature other than creature moves in the area, you can decide to trigger one
you. The device adheres to the object to which it is touched mine, causing it to explode in a 3-yard radius and deal 2d6
and begins to vibrate. At the end of the round in which the damage to everything in the area. A creature can make an
device was used, the object to which it was affixed takes Agility challenge roll and takes half the damage on a success.
4d6 damage and the spell ends. A particular creature cannot trigger more than one mine per
round. When the last mine detonates, the spell ends.
UNFAILING TRACKER TECHNOMANCY ATTACK 0
Sacrifice You can use an action and expend a casting of this
Target One creature or object within short range spell to cast the incandescent bomb spell (left).
You fling a sensor at the target. Make an Intellect attack roll DARK HELMET TECHNOMANCY UTILITY 3
against the target’s Agility. On a success, the sensor hits
the target and bonds to it. If you targeted a creature, the Duration 4 hours
creature is unaware of the sensor until it finds it by getting a
success on a Perception challenge roll. For 1 hour, provided Upon casting this spell, you must concentrate for 1 minute,
the target is within 1 mile of you, you know the target’s exact during which time you use a tool kit to work with spare parts.
location, which prevents the target from becoming hidden When you finish, you have a helmet that can fit on your head
from you. A creature can use an action to remove the sensor. or the head of a similarly sized creature. The helmet retains
its potency for the duration, then crumbles into spare parts
ELECTRIFIED CHAIN TECHNOMANCY ATTACK 1 when the spell ends.
A creature that wears the helmet gains a +1 bonus to
Duration 1 minute Defense, gains the darksight trait, and makes all Perception
rolls with 2 boons.
You construct a copper chain and send an electrical current
through. The chain remains for the duration. When you cast WATCHFUL EYES TECHNOMANCY UTILITY 3
the spell, and again when you use an action to do so, you
can attack with the chain. The chain counts as a whip that Target Up to five points within 5 yards of you
deals 2d6 damage from electricity in addition to its normal Duration 12 hours; see the effect
damage. You can substitute Intellect for the attribute you
would normally use to make this attack. In addition, if you You create up to five tiny clockwork eyes that each fly
attack with the chain and the total of your attack roll is 20 toward a different point and remain there for the duration.
higher and beats the target number by at least 5, the target Spotting one of these sensors requires a success on a
of your attack is also dazed for 1 round. Perception challenge roll with 1 bane.
When you cast this spell, you can designate any number
INCANDESCENT BOMB TECHNOMANCY UTILITY 1 of creatures that don’t set off the warding eyes. When a
creature you did not designate moves to within 1 yard of a
Duration 4 hours; see the effect sensor, the device emits a high-pitched shriek that can be
heard from up to 1 mile away and then moves to slam into
You construct a small explosive device. You, or another the creature’s body. The creature must get a success on an
creature holding the device, can use an action to throw the Agility challenge roll with 1 bane or be struck by the sensor
device to a point within medium range. When the device and take 2d6 + 3 damage.
reaches that point or impacts against a solid surface before In addition, each creature within 20 yards of the sensor
then, it explodes in a 3-yard radius, dealing 2d6 damage to must get a success on a Strength challenge roll or become
everything in the area. A creature in the area can make an deafened for 1 minute.
Agility challenge roll. A creature also becomes blinded for Whether the creature struck by a sensor gets a success or
1 minute on a failure, or it just takes half the damage on a failure, the sensor is destroyed when triggered in this way.
success. When the device explodes or the duration expires, The spell ends when the last sensor is destroyed.
the spell ends.
110
Traditions and Spells
ARTILLERY TURRETS TECHNOMANCY ATTACK 4 GATLING GUN TECHNOMANCY UTILITY 5
Area Up to three cubes of space, each 1 yard on a side, Duration 1 hour; see the effect
resting on a solid surface, and originating from points
you can reach You construct a heavy firearm with a rotating barrel that
remains for the duration. The weapon magically creates its
Duration 1 minute own ammunition. You can use an action to attack with the
gatling gun, firing a stream of bullets into a 2-yard wide,
A Size 1 artillery turret appears in each area and remains for 60-yard long line until the end of the round. The bullets
the duration or until it is destroyed. A turret has Defense 5 deal 4d6 damage to everything in the line and any creature
and Health equal to 5 + your Intellect score. that enters it, though a creature can take this damage just
At the end of each round until the spell ends, each turret once per round. A creature in the line when the spell is cast
loads and fires a quarrel at a creature or object within long can make an Agility challenge roll with 1 bane and takes no
range of it. For each turret, make an Intellect attack roll with damage on a success.
1 boon against the creature’s or object’s Defense. On a success, Each time you attack with the weapon, roll a d6. On a 2,
the missile hits its target and deals 2d6 + 3 damage to it. the weapon jams, and you must use an action to clear the
jam before you can attack with it again. On a 1, the weapon
Attack Roll 20+ The creature or object takes 1d6 extra explodes, ending the spell, and dealing 3d6 damage to you
damage. and everything else within a 5-yard-radius sphere centered
on a point in your space. A creature other than you in the
IRON BOOTS TECHNOMANCY UTILITY 4 sphere can make an Agility challenge roll with 1 bane and
takes half the damage on a success.
Duration 4 hours
You construct a pair of mechanized shoes and place them on WALL OF GEARS TECHNOMANCY UTILITY 6
your feet or the feet of one willing creature you can reach.
The shoes remain for the duration, after which time they Area A line, 30 yards long, 6 yards high, and 3 yards wide,
crumble into spare parts. While wearing the boots, you or originating from a point within long range
another recipient has a +4 bonus to Speed and perform the
following acts. Duration 1 hour
Astonishing Leap Once per round, while you are moving, A wall formed of grinding gears forms inside the area and
you can jump up to 3d6 yards in any direction and land remains in place for the duration. The wall totally covers
safely. Distance moved on this jump does not count against everything behind it. Each 1-yard section of wall has Health
the maximum distance you can move on your turn. 25. When the wall appears, everything in its space takes
6d6 damage. A creature in the area takes half the damage
Shattering Kick You can use an action to kick one creature with a success on an Agility challenge roll.
you can reach, treating the boots as a weapon. Make an Creatures can move through the area, but they treat it
Intellect attack roll with 1 boon against the creature’s as difficult terrain. When a creature moves into a new
Defense. On a success, the creature takes 3d6 damage, space inside the area or if it is inside the area at the end of
moves 3d6 + 6 yards away from you, and falls prone. If the round, the creature must get a success on an Agility
the creature cannot move the full distance away from you challenge roll or take 3d6 damage.
because it encounters a solid surface, the creature and the At the end of each round, the wall moves. For every 10 yards
surface it struck each take 1 damage for every 3 yards the of its length, roll a d6. On an odd number, the section of
target was prevented from moving. wall moves 1d3 yards toward you. On an even number, the
When you use this option, roll a d6. On a 1, the boots break section of wall moves 1d3 yards away from you. Anything
and the spell ends. whose space a wall’s section moves into takes 4d6 damage.
A creature takes half the damage with a success on an Agility
BLADED WHIRLIGIG TECHNOMANCY ATTACK 5 challenge roll.
Finally, any clockwork creature that is an object at the end
Area A cube of space, 1 yard on a side, originating from a of the round and within 1 yard of the wall has its key turned
point you can reach automatically.
Duration 1 minute; see effect
You construct a bladed contraption inside the area that STONEBREAKER BOMB TECHNOMANCY UTILITY 6
remains for the duration or until it is destroyed. The bladed
whirligig has Defense equal to your Intellect score and Area A cube of space, 1 yard on a side, originating from a
Health equal to twice your Intellect score. At the end of point you can reach
each round until the spell ends, the whirligig spins and
moves 2d6 yards in a manner you choose. Duration 8 hours; see the effect
Each creature within 1 yard of the
whirligig as it moves must make a Upon casting this spell, you must concentrate for 1 hour,
successful Agility challenge roll during which time you use your tools to create an explosive
or take 4d6 damage from device. If you finish, you create an unstable bomb in the area
the slashing blades. that remains for the duration or until you set it off. The bomb
A creature makes has Defense 5 and Health equal to your Intellect score. It
this roll just once per counts as three items for determining your carrying limit.
round per casting of If the bomb is destroyed, it detonates as described below.
this spell, regardless At any time before the spell ends, you can set the
of how many times bomb’s timer, causing it to explode at a time you specify.
the whirligig If you choose not to set the timer, the device becomes
passes it. nonfunctional when the spell ends. The time you specify
can be from 1 round to 8 hours. When the specified time
has passed, the bomb explodes, dealing 10d6 damage to
everything in a 30-yard-radius sphere centered on a point in
its space. Flammable objects in the area catch fire. Creatures
in the area must make Agility challenge rolls, taking half the
damage on a success, or also catching fire on a failure.
111
Traditions and Spells
STEEL TITANS TECHNOMANCY UTILITY 7 WORLD-BREAKER BOMB TECHNOMANCY UTILITY 10
Requirement Spare parts, metal plating, gears, and other Area A cube of space, 1 yard on a side, resting on a solid
junk worth a total of 10 gc surface and originating from a point you can reach
Area Three cubes of space, each 3 yards on a side, Duration Until triggered or you cast this spell again
originating from points you can reach
Upon casting this spell, you must concentrate for 1 hour,
Duration 8 hours; see the effect during which time you use your tools to create an explosive
device. If you finish, you create an unstable bomb in the area
Upon casting this spell, you must concentrate for 1 hour, that remains for the duration or until you set it off. The bomb
during which time you use your tools to create three steel has Defense 5 and Health equal to your Intellect score. It
titans. If you finish, a compelled huge construct (Shadow, counts as three items for determining your carrying limit.
page 225) appears inside each area and remains for the If the bomb is destroyed, it detonates as described below.
duration or until the construct is destroyed, at which point it At any time before the spell ends, you can set the bomb’s
crumbles into piles of junk. timer, causing it to explode at a time you specify. The
time can be from 1 round to 24 hours. The explosion has
MOBILE FORTRESS TECHNOMANCY UTILITY 8 three effects: blast, heat, and poison, each of which are
described below.
Area A cube of space, 10 yards on a side, resting on a solid
surface and originating from a point you can reach Blast The explosion is so forceful that it annihilates
everything within its immediate environs and delivers
Duration Until you complete a rest; see the effect appalling damage to everything around it.
• Everything within a 200-yard-radius sphere centered on
A mobile fortress appears inside the area and remains for
the duration. The fortress is a Size 8 object with Health 150. the bomb’s space takes 20d6 damage.
It takes no damage from cold and takes half damage from • Everything more than 200 yards from the bomb’s
all other sources. The maximum Speed for this vehicle is
20 (acceleration 5/deceleration 2), and it ignores the space but within 600 yards of it takes 10d6 damage. A
effects of moving across difficult terrain. The vehicle is creature that would take this damage can make an Agility
self-propelled, though it requires a driver to steer it. challenge roll with 3 banes and takes half the damage on
Creatures can enter and exit the vehicle through one of a success.
two hatches. The fortress can hold creatures and objects • Everything more than 600 yards away from the
whose total Size does not exceed 20 and no individual bomb’s space but within 1 mile of it takes 5d6 damage.
creature greater than Size 2. A creature that would take this damage can make an
The fortress also comes equipped with a heavy cannon. Agility challenge roll with 1 bane and takes half the
A creature inside the fortress can use an action to fire the damage on a success.
cannon, sending a projectile to a point within extreme
range. When the projectile reaches that point or encounters Heat Intense heat radiates from the explosion.
a solid surface before then, the projectile explodes in a • Every creature and flammable object inside a 500-yard-
10-yard radius, dealing 8d6 damage to everything in that
area. A creature in the area can make an Agility challenge radius sphere centered on the bomb’s space takes
roll and takes half the damage on a success. Once the 20d6 damage from fire and catches fire. A creature
cannon is fired in this way, you must wait at least 1 minute that catches fire takes 1d6 damage from the flames
before it can be fired again. at the end of each round until the fire is extinguished.
If the fortress is destroyed, it explodes in a 10-yard-radius • Everything more than 500 yards from the bomb’s
sphere centered on a point in its space, dealing 10d6 space but within 600 yards of it takes 10d6 damage.
damage to everything in the area. A creature in the area A creature in the area must make an Agility challenge
can make an Agility challenge roll and takes half the roll with 3 banes. The creature takes half the damage
damage on a success. on a success, or also catches fire on a failure.
When the spell ends, the fortress crumbles into a pile of • Everything more than 600 yards away from the bomb’s
difficult terrain that remains until cleared away. space but within 1/2 mile of it takes 5d6 damage. A
creature in this area must make an Agility challenge roll
Aftereffect You must make a Strength challenge roll with 1 bane and takes half the damage on a success.
with 4 banes. On a success, you become impaired for
1d3 hours. On a failure, you become impaired for 1d6 days. Poison The explosion blankets the area around it with
While impaired in this way, you have a –3 penalty to your lethal toxins.
Power score. • All living creatures within 1 mile of the bomb’s space take
DIRIGIBLE TECHNOMANCY UTILITY 9 10d6 damage from the poison and become poisoned.
When poisoned in this way, a creature takes 1d6 damage
Area A cube of space, 10 yards on a side, resting on a solid at the end of each minute until it dies.
surface and originating from a point you can reach • Each living creature within 1-1/2 miles of the bomb’s space
takes 5d6 damage from the poison and must make a
Duration Until you complete a rest; see the effect Strength challenge roll with 3 banes. A creature takes half
the damage on a success, or also becomes poisoned on
You gain the pilot profession, and an airship (Demon Lord’s a failure. When poisoned in this way, the creature must
Companion, page 32) appears inside the area and remains get a success on a Strength challenge roll with 3 banes at
in existence for the duration. When the spell ends, the the end of each hour or take 1d6 damage from the poison.
airship crumbles into a pile of difficult terrain that remains After three successes, the creature removes the poisoned
until cleared away. If the airship is airborne when the spell affliction from itself.
ends, the difficult terrain rains down onto the ground under
its space, dealing an amount of damage equal to 2d6 plus Aftereffect You must make a Strength challenge roll with
an extra 2d6 for every 5 yards the debris falls (maximum 5 banes. On a success, you take 5d6 damage and become
damage 20d6) to every creature and object under it. A impaired for 3d6 weeks. When impaired in this way, you
creature in the area of falling debris can make an Agility cannot heal damage, and each time you complete a rest, you
challenge roll and takes half the damage on a success. must get a success on a Strength challenge roll with 2 banes
or take 3d6 damage. On a failure, you take damage equal to
your Health, and your body dissolves into a stinking puddle
that never, ever dries.
112
Traditions and Spells
113
Traditions and Spells
Telekinesis SMASH TELEKINESIS ATTACK 2
Target One creature or object within medium range
One of the few traditions that has almost universally You loose a pulse of telekinetic force to destroy the target.
arisen from natural talent rather than formal training, If you target an object, it takes 15 damage. If you target a
Telekinesis magic grants its user the ability to move creature, make a Will attack roll against the target’s Strength.
and manipulate objects and creatures by thought On a success, the target takes 3d6 damage and becomes
alone. Whether crushing a foe in a mental grip or impaired for 1 round.
erecting an impassable barrier of telekinetic force,
spells from this tradition allow the caster to create TELEKINETIC LEAP TELEKINESIS UTILITY 2
invisible force from the mind and use that force to
change his or her environment. Duration 1 round
Telekinesis is a psychic tradition (Demon Lord’s
Companion, page 33). When you discover it, you gain You gain a +3 bonus to Defense for the duration. At any
access to the Focus Mind talent. time before the spell ends, you can use a triggered action to
fly up to a number of yards equal to twice your Will score.
Focus Mind You can use an action to focus your mind. Make You must land at the end of this movement, or you fall. This
an Intellect or Will challenge roll. On a success, your mind movement does not trigger free attacks.
becomes focused for 1 minute, or until you become dazed,
stunned, or unconscious. While your mind is focused, you Sacrifice You can use an action and expend a casting of
can cast any spell you have learned from a psychic tradition this spell to cast the crush spell (Demon Lord’s Companion,
without needing to speak or wield an implement. In addition, page 40).
when you cast psychic spells while your mind is focused, you
can expend a second casting of the spell to cast it using a FORCE MISSILE TELEKINESIS ATTACK 3
triggered action on your turn instead of using an action.
Target One creature or object you can see within long range
BLOCK STRIKES TELEKINESIS UTILITY 0 You focus your mind, gathering up an undulating ball of
invisible force and sending it warbling toward the target.
Duration 1 minute Make a Will attack roll with 1 boon against the target’s Agility.
On a success, the target takes 4d6 damage, moves 1d6 yards
away from you, and falls prone.
Attack Roll 20+ The target takes 2d6 extra damage.
CATCH PROJECTILES TELEKINESIS ATTACK 3
An invisible field of force surrounds you, helping to deflect Duration Concentration, up to 1 minute
attacks. Roll 1d3. The number rolled becomes your bonus to
Defense for the duration. In addition, when a creature you For the duration, whenever a Size 2 or smaller creature you
can see attacks you, you can use a triggered action to end can see uses a ranged weapon or a thrown melee weapon
the spell and impose 2 banes on the triggering attack roll. to attack you, you catch the projectile or thrown weapon
with your mind so that it stops and hangs in midair in an
DRAG TELEKINESIS ATTACK 0 open space 1 yard away from you in the direction from which
the attack came. A creature that can reach the projectile or
Target One Size 1 or smaller creature or object within weapon can take it from the air. Any projectiles or thrown
medium range weapons stopped by this spell drop to the ground at the end
of the round.
You reach out with your mind to snare the target. Make a Will While you have at least one projectile or thrown weapon
attack roll against the target’s Strength. On a success, you held in midair from this spell, you can use a triggered action
move the target up to 1d6 + 5 yards toward you. at any time to send any or all of them at targets of your
choice within medium range. For each projectile or thrown
Attack Roll 20+ The target also falls prone. weapon, make a Will attack roll against the target’s Defense.
On a success, the projectile or thrown weapon hits and deals
DEFLECTING FIELD TELEKINESIS UTILITY 1 1d6 damage.
Duration 1 minute Triggered When a creature uses a ranged weapon or a
thrown melee weapon to attack you, you can use a triggered
A flexible field of telekinetic force surrounds you for the action to cast this spell. You catch the projectile or thrown
duration. Whenever you take damage from any source, you weapon with your mind and send it flying back toward
reduce the amount of damage by 1d6 (to a minimum of 0). the triggering creature. Make a Will attack roll with 1 boon
against the creature’s Defense. On a success, the projectile
SEIZE TELEKINESIS ATTACK 1 or thrown weapon hits, and the creature takes 4d6 damage
instead of the normal damage dealt by the weapon.
Target One Size 1 or smaller object you can see within
medium range; it can be worn or carried
You seize the target with your mind and wrench it away from HOVER TELEKINESIS UTILITY 4
the creature holding it. If the target is not worn or carried by
a creature, you move the object up to 20 yards toward you Duration 1 hour
and, if the target is something you could hold in your hands
and you have hands free enough to hold it, you can take it. You wrap yourself in bands of telekinetic force and lift yourself
If the target is worn or carried by a creature, you must into the air. For the duration, you can move by flying.
make a Will attack roll against the creature’s Strength; on In addition, whenever a creature you can see gets a failure
a success, the object moves toward you as described. The on an attack roll made against your Defense or Agility, you
force of the movement is sufficient to break cords, ropes, can use a triggered action to move up to half your Speed.
and similar methods of securing items. This movement does not trigger free attacks.
114
Traditions and Spells
SWEEP ASIDE TELEKINESIS ATTACK 4 in a straight line away from you a number of yards equal
to 1d6 + your Power score. If the roll fails by 5 or more, the
Area A cube of space, 5 yards on a side, originating from a creature also falls prone.
point you can reach
Move Objects You can use an action, or a triggered action
You sweep your mind across the area, forcing each creature on your turn, to move up to three Size 1 or smaller objects
you choose in the area to make a Strength challenge roll you can see within medium range up to 5 yards in any
with 1 bane. A creature takes 5d6 damage, moves up to 5 direction. If you do not end the object’s movement on a solid
yards in a direction you choose, and falls prone on a failure. surface, it hangs suspended in the air until you move it again
On a success, the creature just takes half the damage. or the spell ends.
ENEMY TO WEAPON TELEKINESIS ATTACK 5 Lift Self You can move by flying.
Target One Size 1 or smaller creature within short range MENTAL ARMOR TELEKINESIS UTILITY 7
You snatch the target with telekinetic force. Make a Will Duration Until you complete a rest; see the effect
attack roll with 2 boons against the target’s Strength. On
a success, the target becomes grabbed for as long as you You surround yourself with an invisible field of force that
concentrate, up to 1 minute. The grabbed affliction persists lasts for the duration. The field uses your Defense and has
regardless of how far away you are from the target. If the a Health score equal to yours. When you take damage, the
target uses an action to escape the grab, it must make its damage applies to the field. If the field’s damage total equals
attack roll against your Will, and the target makes the roll or exceeds its Health, the spell ends. Any damage the field
with 2 banes. would take in excess of its Health instead applies to you.
When you grab the target, and again when you use an You can use an action, or a triggered action on your turn,
action to concentrate on the spell, you can move the and expend the casting of a Telekinesis spell to remove
target up to 10 yards and use it as a weapon against a damage from the field. You remove 1d6 damage for every
creature or object within 1 yard of it. When you do so, rank of the spell (rank 0 spells count as rank 1).
make a Will attack roll against the Agility of the creature
you are attacking. On a success, the grabbed target and STOP TELEKINESIS ATTACK 8
the creature you attacked each take 4d6 + 1 damage.
Target Any number of creatures you choose within
Attack Roll 20+ You make attack rolls when using the target medium range
as a weapon with 2 boons.
Bands of invisible force encircle the targets. Each target
MIND FIST TELEKINESIS ATTACK 5 must get a success on a Strength challenge roll with 1 bane
or become defenseless for as long as you concentrate, up
Target One creature you can see within long range to 1 hour. When defenseless in this way, a target is also
immobilized. A creature with a Health score of 30 or lower
You direct a concentrated burst of mental force at the target. automatically gets a failure on its roll.
Make a Will attack roll against the target’s Strength. On a When a creature made defenseless by this spell takes
success, the target takes 5d6 + 10 damage, moves 1d6 yards damage, it can make a Strength challenge roll with 1 bane.
away from you, falls prone, and becomes dazed for 1 round. On a success, the creature removes the affliction from itself.
Attack Roll 20+ The target takes 3d6 extra damage.
EXPLODE TELEKINESIS ATTACK 6 IMPLODE TELEKINESIS ATTACK 9
Target Up to three creatures with physical bodies within Target One creature you can see within long range
medium range
You grasp the target with invisible force, causing it to
You use your mind to tear each target apart. If the target collapse in on itself. Make a Will attack roll against the
has a Health score of 20 or lower, it explodes, showering target’s Strength. If the target has a Health score of 50
everything within 2 yards with whatever it’s made from. If or lower, you get an automatic success. On a success,
the target has a Health score greater than 20, make a Will the target takes 50 damage. If the damage causes the
attack roll against the target’s Strength. On a success, the target to become incapacitated, it dies, collapsed
target takes 6d6 damage. If the target becomes injured from beyond recognition.
taking this damage, it takes 2d6 extra damage. If the target
becomes incapacitated, it explodes, killing it instantly. Attack Roll 20+ The target takes 20 extra damage.
Attack Roll 20+ The target takes 2d6 extra damage. CATASTROPHIC OUTBURST TELEKINESIS ATTACK 10
TELEKINETIC MIGHT TELEKINESIS ATTACK 6 Area A 1-mile-long cone originating from a point within
your space
Duration 1 hour
A wave of force smashes through the area, dealing
You harness the power of your mind. Until the spell ends, you 20d6 damage to every creature in it. Objects in the area
gain the following benefits. take 120 damage instead. Creatures in the area make a
Strength challenge roll. A creature moves 5d20 yards in
Mind Hammer You can use an action to make a Will attack a straight line away from you, falls prone, and becomes
roll against the Strength of one creature you can see within stunned for 1 minute on a failure, or just takes half the
medium range. On a success, you smash the creature with damage on a success.
telekinetic force, causing it to take 5d6 damage. If the total
of your attack roll is 20 or higher and beats the target Aftereffect You must make an Intellect challenge roll with
number by at least 5, the creature takes 2d6 extra damage. 5 banes. You become stunned for 1d6 rounds on a success,
or you gain 3d6 Insanity on a failure. If you would go mad
Scatter You can use an action to force each creature from gaining this Insanity, your head explodes and you die
you choose within short range of you to make a Strength instantly.
challenge roll with 1 bane. On a failure, the creature moves
115
Traditions and Spells INTELLECTUAL DEFENSE TELEPATHY UTILITY 2
Telepathy Duration 1 hour
The mind’s potential has no limits. One must merely Your mental processes quicken to help you avoid danger.
surmount the barriers of self-restraint, doubt, and For the duration, whenever a creature that is not hidden
fear in order to use one’s own thoughts to affect from you would make an attack roll against your Defense or
change in the world. The Telepathy tradition, like one of your attributes, you can force the creature to make
Telekinesis, most often attracts those who have the attack roll against your Intellect. In addition, when you
some psychic ability, and the spells of the tradition would make a challenge roll to resist an attack or a harmful
represent the capabilities one acquires from effect, you can substitute Intellect for the attribute you would
apprehending the mind’s power. normally use. Finally, you impose 1 bane on attack rolls made
Telepathy is a psychic tradition (Demon Lord’s against your Intellect, and you make Intellect challenge rolls
Companion, page 33). When you discover it, you gain to resist attacks with 1 boon.
access to the Focus Mind talent.
REND MIND TELEPATHY ATTACK 2
Target One creature within medium range
Focus Mind You can use an action to focus your mind. Make Your thoughts become as knives that you use to rend the
an Intellect or Will challenge roll. On a success, your mind target’s mind. Make an Intellect attack roll against the target’s
becomes focused for 1 minute, or until you become dazed, Will. On a success, the target gains 1d6 Insanity. When the
stunned, or unconscious. While your mind is focused, you target is frightened from gaining Insanity in this way, it makes
can cast any spell you have learned from a psychic tradition Intellect and Will attack rolls and challenge rolls with 3 banes,
without needing to speak or wield an implement. In addition, and the target cannot cast spells.
when you cast psychic spells while your mind is focused, you
can expend a second casting of the spell to cast it using a Attack Roll 20+ The target also becomes dazed for 1 round.
Triggered action on your turn instead of using an action.
FUGUE TELEPATHY ATTACK 3
Target One creature within medium range
EMPTY MIND TELEPATHY UTILITY 0 You pummel the target’s mind with feelings of insignificance
and failure. Make an Intellect attack roll against the target’s
Duration 1 minute Will. On a success, the target is impaired for 1 hour. When
impaired in this way, the target is also slowed and grants
You clear your mind of thoughts to guard against mental 1 boon on attack rolls made against it. In addition, whenever
influences. For the duration, the spell grants you 2 boons the target gets a failure on an attack roll or a challenge roll,
on Intellect and Will challenge rolls to resist attacks and it falls prone.
imposes 2 banes on attack rolls made against your Intellect Whenever the target gets a success on an attack roll or
or Will. challenge roll, the creature can make a Will challenge roll.
Nothing happens on a success or a failure, but after the
EYES OF MY ENEMY TELEPATHY ATTACK 0 target’s third success, the target removes the impaired
affliction from itself.
Target One creature within medium range
Duration Concentration, up to 1 minute Attack Roll 20+ You regain the casting of this spell.
You cast your mind into the target’s body, which enables SHIELDED MINDS TELEPATHY UTILITY 3
you to see and hear from the target’s space for the duration.
With regard to your body, you are blinded and deafened. Area A 5-yard-radius sphere centered on a point in your
You can end the spell at any time, without using an action space
to do so.
Duration 10 minutes
ANTICIPATION TELEPATHY UTILITY 1 You broadcast mental force throughout the area, creating
a barrier against attacks that lasts for the duration. The area
Duration 1 minute moves with you, remaining centered on a point in your space.
The shield imposes 3 banes on attack rolls made by creatures
You mentally hear the thoughts and emotions of people outside the area against the Intellect or Will of creatures in
around you. For the duration, you impose 1 bane on attack the area. In addition, creatures in the area make Intellect and
rolls made against you by creatures within short range, Will challenge rolls to resist attacks with 3 boons, and they
and you make challenge rolls to resist attacks from such cannot gain Insanity.
creatures with 1 boon.
In addition, whenever a creature within short range gets a SEVER THE SENSES TELEPATHY ATTACK 4
failure on an attack roll against you, or you get a success on
a challenge roll to resist an attack from such a creature, you Target One creature within medium range
can move a number of yards equal to your Intellect modifier
(minimum 1 yard) without triggering free attacks. This spell You reach into the target’s mind to cut it off from its senses.
ends immediately if you become defenseless, immobilized, Make an Intellect attack roll against the target’s Intellect.
or slowed. On a success, the target’s Perception score becomes 0 for
1 minute. While the target’s Perception score is 0, it is blinded
GIRD MIND TELEPATHY UTILITY 1 and deafened.
Duration 10 minutes Attack Roll 20+ The effect lasts for 1 hour.
UNHINGE THE MIND TELEPATHY ATTACK 4
You focus your thoughts to shield your mind. For the duration, Target One creature within medium range
you cannot be charmed, dazed, frightened, or stunned.
You flood the target’s mind with negative thoughts. Make
Sacrifice You can use an action and expend a casting of an Intellect attack roll against the target’s Intellect. On a
this spell to cast the mind stab spell (Demon Lord’s success, the target gains Insanity equal to its Will score.
Companion, page 41).
Attack Roll 20+ The target also becomes stunned for 1 round.
116
Traditions and Spells
CRANIAL BURST TELEPATHY ATTACK 5 DOMINATION TELEPATHY ATTACK 9
Target Up to three creatures within medium range Target One creature within long range that has a Health
score of 50 or lower
Hostile thoughts invade each target’s mind, causing its brain
to overheat. Each target must make a Will challenge roll. A Duration Permanent
target with a Health score of 20 or lower gets an automatic
failure. A target with a Health score of 40 or higher makes The target becomes compelled for the duration or until you
the roll with 1 boon. On a failure, the target gains 1d6 Insanity cast this spell again. When the target is compelled in this
and becomes impaired for 1 minute. At the end of each way, you completely control the creature as if you were the
round the target is impaired, it must get a success on a Will creature. You replace the target’s Intellect and Will with
challenge roll with 1 bane or gain 1d6 Insanity. If a target goes your scores, recalculating the target’s Perception as a result.
mad from gaining Insanity in this way, its head—or a similar You know everything the target knows, including any spells
appendage—explodes, which kills it instantly. it has learned.
Until the spell ends, you take an extra turn every round. You
UNASSAILABLE MIND TELEPATHY UTILITY 5 take your normal turn and another one using the target’s
body. If the target is capable of casting spells (meaning that
Duration 1 minute it can speak and is carrying an implement) and has learned
one or more spells, you can cast a spell the target has learned
You construct a bulwark around your mind to make it or one you have learned so that it originates from either your
impregnable. For the duration, whenever a creature makes an body or the target’s.
attack roll against your Intellect or Will, it must roll twice and If the target becomes incapacitated, the spell ends, and
use the lower result. Also, you cannot gain Insanity, and you you must make a Will challenge roll. On a failure, you gain
are immune to the charmed, compelled, dazed, frightened, Insanity equal to your Will score.
and stunned afflictions.
BRAIN FIRE TELEPATHY ATTACK 10
RESTORE MIND TELEPATHY UTILITY 6 Target Each creature within 1 mile of you
Target One creature other than you that you can see within A target with a Health score of 80 or lower gains Insanity
short range equal to its Will score. Each other target must get a success
on a Will challenge roll or gain Insanity equal to its Will score.
Upon casting this spell, you must concentrate for 1 hour, Any creature that goes mad from gaining Insanity in this way
during which time your mind enters the target’s mind. If the catches fire and takes 2d6 extra damage from the flames
target moves out of range before you finish, this casting of each round until the flames are extinguished.
the spell is expended. If you finish the casting, you reduce
the target’s Insanity total by 1d6 or remove one quirk from Aftereffect You must get a success on a Will challenge roll
the target. with 5 banes or gain Insanity equal to your Will score.
If you’re using the variant Insanity rules in Unhinge the Mind
or Poisoned Pages, you can instead allow a target suffering
from long-term madness to make a Will challenge roll. If the
target gets a success, the target moves down two stages
(minimum stage 0).
WIPE THE MIND TELEPATHY ATTACK 6
Target One creature within medium range
You reach out to purge the target’s mind. Make an Intellect
attack roll against the target’s Will. If the target has a Health
score of 40 or higher, you make the attack roll with 3 banes.
On a success, the target’s Intellect and Will scores become
1 for 1 hour. A target affected in this way is incapable of
speech, loses all professions, uses actions or moves only
when directed to do so, and the target retains no memory
of events that involved it while it was under the spell’s effect.
The target’s Perception score, however, is unchanged.
Attack Roll 20+ The effect lasts for 24 hours.
BRAIN DAMAGE TELEPATHY ATTACK 7
Target One creature within long range
You reach into the target’s mind to destroy it. Make an
Intellect attack roll against the target’s Will. For every 60
points of the target’s Health score, you make the attack roll
with 2 banes. On a success, the target gains 2d6 Insanity. If
this gain would cause the target to go mad, do not roll on the
madness table. Instead, the target becomes defenseless until
all of its Insanity has been removed.
Attack Roll 20+ The target gains another 1d6 Insanity.
Aftereffect You must get a success on a Will challenge roll
with 3 banes or gain 1d6 Insanity.
MIND CONTROL TELEPATHY ATTACK 8
Target Up to five creatures within medium range
You seize temporary control of the targets. Each target
must make a Will challenge roll. A target with a Health score
of 30 or lower gets an automatic failure. On a failure, the
target becomes compelled for 1 hour.
117
Traditions and Spells
Teleportation RELOCATE OBJECT TELEPORTATION UTILITY 2
Reality has numerous gaps, soft places that make Target One Size 2 or smaller object you can see within
possible instant transport from one place to another. short range
Teleportation magic finds these openings and stretches
them wide enough to allow casters and other people Choose an open space you can see within 10 yards. The
to move through them. These gaps do have a perilous target teleports to that space. If you teleport the target so
aspect, however, as evidenced by Teleportation spells that it falls, any creature directly beneath it can make an
that enable casters to manipulate them so as to Agility challenge roll. On a success, the creature moves
separate limbs from bodies and even destroy objects in 1 yard away from where the object lands; on a failure, the
a similar fashion. creature is hit by the object when it lands. A falling object
For all its destructive potential, the Teleportation deals 1d6 damage to anything it hits for every 2 yards it fell.
tradition is commonly learned by scholars of magic
such as wizards, who use the spells primarily to PHASE OUT TELEPORTATION ATTACK 3
expedite travel, to reach places ordinarily forbidden to
them, and to slip away from danger unscathed. Target One creature with a physical body that you can see
within medium range
BLINK TELEPORTATION UTILITY 0 You attempt to dislodge the target from this dimension.
Make an Intellect attack roll against the target’s Will. On
Duration 1 round a success, the target goes out of phase for 1 minute. While
out of phase, the target is slowed, the target deals half
You rapidly teleport in place for the duration, imposing damage, heals half damage, and takes half damage from
3 banes on attack rolls made against you. all sources. The target can move through solid objects and
other creatures, and it ignores the effects of moving across
SHORT HOP TELEPORTATION UTILITY 0 difficult terrain.
At the end of each round until the spell ends, the target
You teleport to an open space within 5 yards. must make a Will challenge roll. On a failure, the target
disappears into another dimension until the end of the
next round, when it reappears in the space it left and gains
1d3 Insanity. When disappeared in this way, the target cannot
use actions or triggered actions, move, perform minor
activities, or be targeted by any effect.
Attack Roll 20+ The target also gains 1d3 Insanity.
BEND SPACE TELEPORTATION UTILITY 1 SEQUESTER TELEPORTATION UTILITY 3
Area A 10-yard-radius sphere centered on a point within Duration 8 hours
your space
You disappear and enter a pocket dimension, where you can
Duration 1 minute remain for the duration. While in this pocket dimension, you
perceive nothing of the world you left, but you are still aware
When you cast the spell, and whenever you use a triggered of the passage of time. When the spell ends or when you use
action on your turn to do so until the spell ends, you can a triggered action to end the spell early, you return to the
teleport from anywhere inside the area to any other open space you left or the nearest open space.
space inside the area. The area moves with you, remaining
centered on a point within your space. Triggered On your turn, you can use a triggered action
to cast this spell. When you do so, the duration becomes
BURY THE HATCHET TELEPORTATION ATTACK 1 1 minute.
Requirement You must be holding a Size 1/4 or smaller object Sacrifice You can use an action and expend a casting of this
Target One creature within short range spell to cast the shortcut spell or use a triggered action and
expend a casting of this spell to cast the triggered effect of
You attempt to teleport the object you are holding into the shortcut spell (Shadow, page 144).
the target’s body. Make an Intellect attack roll against
the target’s Agility. On a success, the object teleports to a DISMEMBER TELEPORTATION ATTACK 4
spot inside the target’s body. The target takes 2d6 damage
and becomes impaired until the object is removed. On a Target One creature that you can see within medium range
failure, the object teleports to an open space 1 yard away
from the target. You attempt to teleport parts of the target’s body away
A creature that can reach the target can remove the from itself. Make an Intellect attack roll against the target’s
embedded object by using an action to make an Intellect Strength. On a success, the target takes 6d6 damage and
challenge roll with 3 banes. On a success, the creature becomes impaired until it heals any damage. If the target
removes the object. On either a success or a failure, the becomes incapacitated from this damage, it dies, as its entire
target takes 1d6 damage from the effort. Alternatively, a body is scattered across a large area.
creature can spend 1 hour with a healer’s kit working on
the target to remove the object. At the end of this time, Attack Roll 20+ The target takes 3d6 extra damage.
the creature removes the object and removes the impaired
affliction from the target. PORTABLE PORTAL TELEPORTATION UTILITY 4
Attack Roll 20+ The target takes 2d6 extra damage. Duration 1 hour
CLOSE THE GAP TELEPORTATION UTILITY 2 You form in your hands a gleaming ring about 6 inches
in diameter that remains for the duration. You can use an
Target Up to five willing creatures within short range action to affix the ring against a flat surface you can reach
and stretch it out so that it has a 1-yard diameter. Or, you
For each target, choose an open space within 20 yards of it. can collapse the ring when it’s affixed to a surface so that it
The target teleports to that space. returns to its normal size and then remove it from the surface
to which it was affixed. While the ring is resting against a
Triggered On your turn, you can use a triggered action to solid surface, it creates a portal of the same size at a point in
cast this spell. Resolve the spell as normal, but each open the space you occupied when you cast this spell. You, other
space you choose must be within 5 yards of the target. creatures, and objects can freely move through the ring and
exit from the portal and vice versa.
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Traditions and Spells
DIMENSIONAL STABILITY TELEPORTATION UTILITY 5 DISMANTLE TELEPORTATION ATTACK 7
Area A 20-yard-radius sphere centered on a point you Target Each creature and object you choose inside a
can reach 10-yard-radius sphere centered on a point you can
see within long range
Duration 7 days
You stabilize reality throughout the area to prevent creatures You release magic to take the targets apart. Each target
from teleporting into, out of, or within it for the duration. object takes 20 damage. If that damage would destroy the
object, it collapses into a pile of 1-inch blocks. Each target
Sacrifice You can use an action and expend a casting of this creature that has a Health score of 20 or lower likewise
spell to teleport to an open space within extreme range. collapses into a pile of 1-inch blocks. Finally, each target
creature that has a Health score greater than 20 must
EXILE TELEPORTATION ATTACK 5 make a Strength challenge roll with 1 bane. A creature
takes 8d6 damage on a failure, or half the damage on a
Target Up to five creatures you can see within medium range success. A creature that becomes incapacitated from this
damage collapses into a pile of 1-inch blocks and dies.
You attempt to remove the targets from reality. For each
target, make an Intellect attack roll against its Will. On a CALLING TELEPORTATION ATTACK 8
success, the target disappears from reality for 1 minute.
When removed from reality in this way, the target cannot Target One creature you have seen or whose true name
use actions use triggered actions, move, perform minor you have learned
activities, or be targeted by any effect. When the effect ends,
the target returns to the space from which it disappeared or You try to call forth the target so that it appears inside an
the space nearest to it, and it must get a success on a Will open space resting on a solid surface within short range.
challenge roll with 1 bane or gain 1d3 Insanity. Make an Intellect attack roll against the target’s Will. On
a success, the target appears inside the space. If you have
Attack Roll 20+ The target disappears for 1 hour instead learned the target’s true name and its Difficulty is 500 or
of 1 minute, and the target gains 1d6 Insanity instead of lower, you get an automatic success.
1d3 Insanity if it gets a failure on the Will challenge roll.
Attack Roll 20+ The target is also charmed until it
completes a rest.
SIGIL RING TELEPORTATION UTILITY 6 GATEWAY TELEPORTATION UTILITY 9
Requirement You must have a writing kit Requirement You must have building materials and special
Area A 5-yard-radius circle centered on a point you can inks worth 1,000 gc
touch on a flat surface Area A cube of space, 3 yards on a side, resting on the
Duration Until you complete a rest ground and originating from a point you can reach
Upon casting this spell, you must concentrate for 1 minute, Duration Permanent
during which time you etch a series of runes around the
perimeter of the area that describe a location you have Upon casting this spell, you must concentrate for 24 hours,
visited at least once. When you finish, you can use a during which time you use the required materials to construct
triggered action at any time to cause you and any other an archway. When you finish, magic infuses the archway,
creatures in the area to teleport to open spaces in the place creating a portal to a destination you have previously visited
described by the sigils. or seen on a map. The archway is visible from the destination.
Creatures, objects, and effects can freely pass from one side
Sacrifice You can use an action and expend a casting of of the portal to the other.
this spell to cast the travel spell (Shadow, page 144).
Aftereffect You must make a Strength challenge roll with
REMOVE OBSTACLE TELEPORTATION UTILITY 6 4 banes. You become impaired for 1 month and 1 day on a
success, or you become unconscious for 1d6 months on a
failure.
Target One Size 10 or smaller object REALITY SHIFT TELEPORTATION UTILITY 10
You teleport the object to an open space of its Size that Target Up to ten willing creatures you can reach
you can see within extreme range. If you teleport the
object into the air, it falls. When it lands, a falling object You and each target must link hands while you concentrate
deals 1d6 damage to anything it hits for every 2 yards it fell for 1 minute, during which time you visualize another reality
(maximum 20d6). A creature directly beneath the object (such as the world revealed in the Godless supplement).
can make an Agility challenge roll and, on a success, takes If you have been to that reality before, you can fix that
half the damage from the falling object and then falls prone. reality in your mind. Otherwise, you envision a new reality to
If the total of the creature’s challenge roll is 20 or higher, which you would travel. When you finish, you must make an
the creature does not fall prone. Intellect challenge roll with 5 banes.
On a success, you and each target vanish from this reality,
Aftereffect Make a Strength challenge roll with 3 banes. instantly whisked to the reality you envisioned or a different
On a failure, you become impaired until you complete a rest. one if the reality you envisioned does not exist, as the GM
decides.
Sacrifice You can use an action and expend a casting of this On a failure, you and each target disappear into the Void
spell to cast the exile spell (above). and are never seen again.
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Traditions and Spells
Theurgy DIVINE SHIELD THEURGY UTILITY 2
Duration End of the round
A tradition born from the faith of believers, Theurgy A beam of golden light shines down on you for the duration,
magic captures the essence of the divine and uses shedding light in a 5-yard radius centered on a point in your
it to work miracles in the world. Theurgy spells space. While illuminated by the beam, you are immune to
can bolster and aid others, filling them with the damage from all sources and you cannot gain afflictions,
spirit of the divine so they can accomplish their though you still suffer from any afflictions you had before
objectives, and it can also smite the enemies of the you cast the spell. When the spell ends, you heal damage
gods, shattering their defenses with the full weight equal to your healing rate.
of divine displeasure.
Triggered When a creature attacks you, you can use a
triggered action to cast this spell. You reduce the damage
from the attack to 0, and you ignore any afflictions you
would have gained from it. The spell then ends.
RIGHTEOUS SMITE THEURGY ATTACK 0 HOLY ARMAMENTS THEURGY UTILITY 2
You call upon your god to guide your attack. Make an attack Duration 1 minute
with a weapon you are wielding. You can substitute Will
for the attribute you would normally use. On a success, the You drop whatever you are holding. A gleaming shield
attack deals 1d6 extra damage. On a failure, you expend an adorned with the symbol of your god appears on your arm,
additional casting of this spell. If you have no castings of this and a shining blade appears in your hand. Both items shed
spell remaining, you must get a success on a Will challenge light in a 5-yard radius and remain for the duration or until
roll or gain 1 Insanity. you drop one or both of them, which ends the spell. As part
of the casting of this spell, you can attack with either the
Attack Roll 20+ You make attack rolls with 1 boon for 1 round. sword or shield.
The shield is a large shield with no Strength requirement.
TRIUMPH OF FAITH THEURGY UTILITY 0 While you wield it, the shield imposes 1 bane on attack
rolls made against you. Attacks with the shield deal 1d6 + 2
Duration 1 minute damage.
The blade is a sword with no Strength requirement that
You take refuge in your faith. For the duration, whenever grants you 1 boon on attack rolls you make with it. Attacks
you would gain an affliction, you can use a triggered action with the weapon deal 2d6 + 2 damage.
to make a Will challenge roll. On a success, you do not gain Whenever you attack with either the shield or the sword,
the affliction. you can use Will in place of the attribute you would normally
use to make the attack. Attacks you make with either
MANTLE OF HOLINESS THEURGY UTILITY 1 weapon deal 2d6 extra damage to demons, devils, faeries,
spirits, and undead.
Duration 1 minute Finally, if the total of your attack roll is 20 or higher and
beats the target number by at least 5, your attack has an
You display some sign of divine favor, such as a tongue of additional effect. If you made the attack with the shield, the
fire burning above your brow or a nimbus of light shining target becomes dazed for 1 round. If you made the attack
from your body. For the duration, you make attack rolls with the sword, the target takes 2d6 extra damage.
with 1 boon, or with 2 boons against targets that have
Corruption scores of 1 or higher. In addition, you impose ANGELIC AID THEURGY UTILITY 3
1 bane on attack rolls made against you by demons, devils,
faeries, spirits, or undead. Area A cube of space, 1 yard on a side, originating from a
At any time, you can use a triggered action to end this spell point you can see within short range
early and heal damage equal to half your healing rate.
Duration 1 minute
CENSURE THEURGY ATTACK 1
Area A 5-yard-radius sphere centered on a point you The sound of trumpets fills the air as a soft light appears
can reach in the area, growing in intensity until it becomes an angel
(see page 133). The angel remains for the duration or until
You present your holy symbol, a bit of scripture, or some it becomes incapacitated, at which point it disappears. The
other physical representation of your faith, and release a angel is friendly to you and fights on your behalf.
wave of holy power that spreads through the area. Each
demon, devil, faerie, spirit, or undead in the area must get SALVATION THEURGY UTILITY 3
a success on a Will challenge roll or become impaired for
1 minute. When impaired in this way, a creature cannot take Target One creature you can see within medium range
fast turns.
OMEN THEURGY UTILITY 1 Brilliant light swirls around the target, causing it to
disappear from its space. The target teleports to an open
Area A cube of space, 1 yard on a side, originating from space you can reach and heals damage equal to twice its
a point you can see within medium range healing rate.
Duration Concentration, up to 1 minute
A sign of your faith appears inside the area and remains for ALTAR OF FAITH THEURGY UTILITY 4
the duration. Each creature you choose that can see the
sign and is within short range of the area makes attack rolls Area A cube of space, 1 yard on a side, originating from a
and challenge rolls with 2 boons, cannot gain Insanity, and point within short range
becomes immune to the charmed and frightened afflictions
for as long as it remains within range. Duration 1 hour
Aftereffect Make a Strength challenge roll. On a failure, you A gleaming altar of white stone, carved with images of
become fatigued for 1 minute. importance to your religion, appears in the area and remains
for the duration. Holy power washes out from the altar in a
5-yard-radius sphere. The altar confers the following benefits
to creatures you choose in the sphere.
Heightened Prayer When a creature uses the Prayer
talent, the creature grants 1 additional boon and, if the
boon was granted to an attack roll, the attack deals
1d6 extra damage.
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Traditions and Spells
Beseech the Gods When a creature would make a challenge HOLY GROUND THEURGY UTILITY 6
roll to resist an attack or remove an affliction from itself, the
creature can use a triggered action to pray, after which the Area A cube of space, 10 yards on a side, originating from a
creature makes the triggering roll with 3 boons. point you can reach
Divine Foes Demons, devils, faeries, spirits, and undead Duration 4 hours
within 5 yards of the altar make attack rolls and challenge
rolls against creatures in the sphere with 1 bane and take A shining temple dedicated to your religion appears inside
1d6 extra damage whenever they take damage. In addition, the area and remains for the duration. You decide the
demons within this range lose their demonic shadows trait. temple’s appearance and the rooms it contains, though at
least one room must house an altar or an idol of your god
ANOINT THE FAITHFUL THEURGY UTILITY 4 or the power you serve.
Imbued with holy energies, the temple is immune to
Target Up to three creatures you can reach damage, and creatures that have Corruption scores greater
Duration 1 minute than 3 cannot enter the site. Demons, devils, faerie, spirits,
and undead become impaired while within medium range
You touch each target on the forehead, leaving behind a of the area and take 4d6 damage if they move inside it,
symbol of your god at the place you touched that remains for plus 2d6 damage at the end of each round such creatures
the duration. An affected target’s eyes and mouth shine with spend inside.
light, signaling to all that it has been anointed by your god Any other creature that enters the temple heals damage
to fight in his or her name. Each target gains a +10 bonus to equal to its healing rate and removes 1 Insanity from itself at
Health and makes attack rolls and challenge rolls with 1 boon. the end of each hour it spends there. The temple imposes
Creatures make challenge rolls to resist the target’s attacks 3 banes on any attack roll made by a creature outside the
with 1 bane, and the target’s attacks deal 2d6 extra damage. temple against a target inside its bounds. In addition, the
When the spell ends for a target, it must get a success on a temple grants 3 boons on challenge rolls made by creatures
Will challenge roll with 2 banes or gain 1d3 Insanity. inside it to resist attacks originating from outside the temple.
Creatures in the temple that have a tradition associated
DIVINE JUSTICE THEURGY ATTACK 5 with your religion make attack rolls and challenge rolls with
3 boons, gain a +15 bonus to Health, and gain a +2 bonus to
Target One creature you can see within medium range Defense while they remain in the temple.
You call out to your god to mete out justice against the Aftereffect You must get a success on a Will challenge roll
target. Make a Will attack roll against the target’s Will. with 3 banes or become fatigued for 24 hours. If you are
You make the attack roll with a number of boons equal already fatigued, you instead take a –2d6 penalty to Health
to the target’s Corruption score. If the target is a demon, that lasts for the same amount of time.
devil, faerie, spirit, or undead, you make the attack roll with
3 boons. On a success, the target takes 8d6 + 8 damage, Special When a creature within medium range casts a
and it must get a success on a Will challenge roll or become Forbidden spell, you must make a Will challenge roll. If the
stunned for 1 round. If you get a failure on the attack roll, you spell’s rank is higher than your Power, you make the roll with
gain 1d6 Insanity from realizing that either you misjudged the a number of banes equal to the difference. If the spell’s rank
target or your god was not listening to your prayer. is lower than your Power, you make the roll with a number
of boons equal to the difference. On a failure, the effects of
FORCEFUL CONVERSION THEURGY ATTACK 5 the holy ground spell end immediately. On a success, the
creature casting the Forbidden spell must get a success on a
Target Up to five creatures with souls that you can see Strength challenge roll or become impaired for 1 minute.
within short range
PURGE THE UNCLEAN THEURGY ATTACK 7
Each target must make a Will challenge roll. A target with
a Health score of 30 or lower makes the roll with 2 banes. Target Each elemental, demon, devil, faerie, genie, monster,
A target becomes charmed for 1 round on a success, or spirit, undead, and creature with a Corruption of 1 or
becomes compelled for 1 minute on a failure. If the total higher you choose that is within medium range
of a target’s roll was 0 or lower, the target also becomes
charmed, and the affliction is permanent. A target charmed You raise up your symbol of faith and channel your god’s
or compelled in this way becomes a fanatical believer of your disdain for the abominations crowding the world. Ephemeral
religion until the effect ends and then for 1 hour thereafter. figures appear in the air, swirl around your head, and then
Being a fanatical believer in your religion means the target is shriek as they speed toward their targets. A target must
friendly to all believers in your religion. make a Strength challenge roll with 3 banes. It takes
8d6 damage and becomes stunned for 1 minute on a
PARAGON OF FAITH THEURGY UTILITY 6 failure, or just takes half the damage on a success.
A target incapacitated by this damage
Duration 1 hour is utterly annihilated, erased from
this world. A target stunned in
You feel the spirit of your god move through you, this way can repeat the challenge
transforming you into a paragon of faith. For the duration, roll at the end of each round and
you remain in this form and gain the following benefits. removes the affliction from itself
on a success.
Feathery Wings A pair of feathery wings emerge from your
back, granting you a +6 bonus to Speed and enabling you to Aftereffect The ground
move by flying. In addition, your movement while flying in underneath you cracks and
this way never triggers free attacks. heaves, creating a 20-yard-
radius circle of difficult terrain
Radiant Weapons Any weapon you wield glows with holy centered on a point on the
light, emitting light in a 5-yard radius. The light grants 1 boon ground in your space.
on attack rolls you make with the weapon and causes the You must get a success on a
weapon to deal 2d6 extra damage. If the total of your attack Will challenge roll with 3 banes
roll is 20 or higher and beats the target number by at least 5, or become stunned for 1 minute.
the target of the attack must also get a success on an Agility You can repeat the challenge
challenge roll or become blinded for 1 round. roll at the end of each round and
remove the affliction from yourself
Aftereffect You must get a success on a Will challenge roll on a success.
with 3 banes or gain 1 Insanity.
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Traditions and Spells
HEAVENLY HOST THEURGY ATTACK 8 APOCALYPSE THEURGY UTILITY 10
Area Up to eight cubes of space, each 1 yard on a side, Area A 200-mile-radius sphere centered on a point you
originating from points within medium range can reach
Duration 1 hour; see the effect Duration Concentration, up to seven days
Trumpets sound, a choir sings, and an angel (see page 133) You doom everything in the area to face up to seven
appears in each area, remaining for the duration or until it apocalyptic events. Each creature in the area when you
becomes incapacitated, at which point it disappears. Once cast the spell or that enters it cannot leave the area until
the angels appear, you can direct them to attack one or the spell ends.
more targets. The angels then take the next available turn to Once every 24 hours until the spell ends, you apply one of
destroy the targets you indicated and fight until they or their the following apocalyptic events, starting with Rapture and
enemies are destroyed. The angels are friendly to you and ending with Ruin, to everything in the area. Note that while
your companions. concentrating on this spell, you might be subject to the
effects of sleep deprivation (Shadow, page 200).
Aftereffect You must make a Will challenge roll with 4 banes.
On a failure, you gain 1d6 + 3 Insanity. Rapture Darkness blots out the moon and stars above the
area as the sound of trumpets blares loud enough to reach
MIRACLE THEURGY UTILITY 9 the ears of peoples of all nations and lands. Each creature in
the area that has a Health score of 10 or lower and that has
Divine light shines from your eyes and mouth as you 0 Corruption takes damage equal to its Health. Any creature
call upon your god, gods, or whatever you believe in to that has a Health score greater than 10 and has 0 Corruption
bend reality on your behalf. Choose one of the following must get a success on a Will challenge roll or take damage
effects. equal to its Health. If a creature chooses to gain 1 Corruption,
• You can cast a rank 7 or lower spell from any tradition. it gets an automatic success on this roll.
If the spell has any requirements or an aftereffect, you Famine The sun turns black for the spell’s duration, and
ignore those parts of the spell. the trumpets sound for a second time. All food in the area
• You can create any number of objects whose total Size spoils and becomes inedible. The remains of any once-living
does not exceed 20, whose total worth does not exceed creature of flesh and blood in the area immediately putrefies
50,000 gc, and that do not have magical properties of and becomes inedible.
any kind (such as potions, alchemical items, enchanted
objects, and relics). The object or objects appear inside Plague The trumpets sound a third time as a vile disease
an open space on a solid surface you can see within sweeps through the area. Each creature in it becomes
long range. diseased until the spell ends. When a creature is diseased
• You can cause up to one hundred creatures you can see by this spell, foul blisters and buboes appear all over its body,
within long range to heal all their damage and remove all and its breath reeks of death.
afflictions from themselves.
• You can force one creature you can see to make a Strength Meteor Showers The trumpets sound a fourth time,
challenge roll with 4 banes. On a failure, the creature takes calling down stars to fall from the heavens, each leaving
damage equal to its Health and is utterly destroyed. a multicolored trail behind it as it burns up. Choose five
• You can force up to twenty creatures you can see within points in the area. A large meteor strikes each point,
long range to make Will challenge rolls with 4 banes. exploding in a 1,000-yard radius on impact. The explosion
On a failure, a creature gains Insanity equal to its Will. deals 10d6 damage to everything in the area. A creature in
In addition to the effects described above, you can make the area must make a Strength challenge roll with 2 banes.
a request, asking your patron deity to perform some It also becomes poisoned until the spell ends on a failure,
other miracle. You can ask for anything you can imagine; or just takes half the damage on a success.
however, the GM decides whether your patron delivers
or not, as well as exactly how the god or gods fulfill your War The trumpets sound for a fifth time to herald the onset
request. The GM is encouraged to permit reasonable of war. Each creature in the area that has a Health score
requests. Examples might include causing a bridge to of 20 or lower gains Insanity equal to its Will score. Any
suddenly appear to span a chasm or parting the waters creature that has a Health score greater than 20 can make
of a sea. Unreasonable requests (unlimited wishes, a Will challenge roll with 2 banes. On a failure, it gains
ownership of an eternal empire, extinguishing the sun) Insanity equal to its Will score. A creature driven mad by
might lead to nothing happening at all or the patron this effect does not roll on the Madness table (Shadow, page
answering the request in a way that is as detrimental as 35). Instead, the creature automatically suffers the violence
it might be helpful. result, and the creature cannot end this madness until the
spell ends.
Aftereffect You must make a Strength challenge roll with
4 banes and a Will challenge roll with 4 banes. If you get a Death The sounding of the trumpets for the sixth time
failure on the Strength challenge roll, you take damage equal invites Death to stalk the area. One out of every four
to your Health. If you get a failure on the Will challenge roll, creatures in the area takes damage equal to its Health.
you gain Insanity equal to your Will, and when you roll to end The GM decides which creatures die.
the effects of the resulting madness, you must roll twice and
use the lower result. Ruin The trumpets sound for the seventh and final time,
causing each structure in the area to take damage equal to
its Health. Any creature inside a structure takes an amount
of damage equal to 1d6 x the structure’s Size. A creature
that would take this damage can make a Strength challenge
roll with 2 banes and takes half the damage on a success.
In addition, all natural plants in the area wither and die.
All waters in the area turn to blood. And nothing planted
in these lands for the next 5d20 years will grow.
Aftereffect When the spell ends, all ongoing magical effects
on you end, and you take damage equal to your Health. Your
soul, if you have one, travels to your patron deity, where you
must offer reasons for the casting of this spell. If you were
justified, your soul goes to Elysium (see Terrible Beauty),
where it remains until the end of time. If your actions are
judged to be not justified, you gain 20 Corruption and your
soul sinks to Hell, where you enjoy the attentions of Diabolus
himself for all time.
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Traditions and Spells
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Traditions and Spells
Time space closest to it that it can reach. If the task was a spell,
the target must cast the same spell against the same target
The greatest practitioners of Time magic, called or area. If the target runs out of castings, it attempts to cast
chronomancers, move between temporal moments the spell and fails.
to step back into the past or ahead into the future. At the end of each round, the target can make a Will
The ability to move through time and manipulate challenge roll with 1 bane and ends the effect on itself
its passage lures many would-be masters to pit their with a success.
minds against the complexities of the Time tradition,
but most of them find themselves unable to free TIME SKIP TIME UTILITY 2
their intellects from the shackles of mundanity—
which is required to truly apprehend reality from the Duration 1 minute
perspective that this tradition demands. Only those
who are a little off-kilter and perhaps slightly deranged You destabilize your timeline and rapidly jump from the
seem able to understand how to use magic as it applies present into the future and back again for the duration. You
to the fourth dimension. appear to flicker in and out of existence, with echoes of your
Time magic exacts a price from its practitioners. past selves appearing around you and then vanishing. Until
Anyone who would master this tradition must fray the spell ends, you impose 2 banes on attack rolls made
their own timeline so they can move more easily against you, and you make attack rolls with 2 boons.
backward and forward through it. The result of this
fraying sometimes causes casters to flicker in and out Aftereffect Make a Strength challenge roll with 1 bane. On a
of view while they sleep or appear older or younger failure, roll a d6. On an odd number, you appear to grow a bit
from one moment to the next. younger. On an even number, you appear to grow a bit older.
TIMELY WARNING TIME UTILITY 2
CONSEQUENCE TIME UTILITY 0 Triggered When a creature within medium range that you
can see would take damage or gain an affliction, you can use
Triggered When you would make an attack roll or a a triggered action to cast this spell. You mark in your mind
challenge roll, you can use a triggered action to look ahead the exact moment when this event occurred, and then your
and see the consequence of your effort. You then make the future self from a few moments ahead in time travels back to
triggering roll with 1d3 boons. If the roll results in a failure, just before the event to deliver a warning to the triggering
you become dazed for 1 round. creature. The creature reduces the damage it would have
taken to 0 or removes the affliction it would have gained.
At the end of each round thereafter, you must make a
Will challenge roll with 1 bane. On a failure, you transport
yourself back in time to deliver the warning, disappearing
and reappearing in the space you occupied 1 round later,
which ends the spell. If you become incapacitated before
you can deliver the warning, you and the triggering creature
each gain 1d6 Insanity as time momentarily unravels.
RETRY TIME UTILITY 0 HALT TIME TIME UTILITY 3
Triggered When the result of an attack roll or a challenge Area A 4-yard-radius sphere centered on a point you
roll made by a creature within short range is a success or a can reach
failure, you can use a triggered action to cast this spell. You
create a ripple in time, which causes the creature to discard Duration 1 minute; see the effect
the result of the triggering roll and roll again.
Time halts in the area for the duration. Each creature other
Aftereffect You must make a Will challenge roll. On a than you in the area becomes insensate, unable to use
failure, the next time you make an attack roll or a challenge actions or triggered actions, and unable to move. Creatures
roll before the end of the next round, you must discard the outside the area cannot enter it, and objects or effects
result and roll again. originating from outside the area cannot reach into the area;
they stop at its edge, remaining there until the spell ends.
BORROWED TIME TIME UTILITY 1 Creatures and objects in the area cannot be attacked,
moved, or affected by any effect. Ongoing effects that apply
Triggered When you take a turn, you can use a triggered to creatures and objects in the area are suspended until the
action to cast this spell. For 1 minute, you increase the spell ends.
number of actions you can use on your turn by one, and you You, however, are unaffected by the spell and can freely
gain a bonus to Speed equal to your Speed score. At the end move around in the area, leave it, and return to it. You can
of each round until the effect ends, you must get a success end the effect at any time without using an action to do so.
on a Will challenge roll or you become stunned for 1 round. Once the spell ends, time moves faster in the area it affected
You cannot voluntarily end this effect once you have cast the until it resumes the normal flow of time. Two rounds pass
spell. inside the sphere for every round that elapses outside it until
time again flows the same in both places. If the spell lasted
TIME LOOP TIME ATTACK 1 for three rounds, for instance, then the accelerated time
lasts for three rounds. Each of the extra rounds that elapses
Target One creature you can see within short range inside the sphere occurs between each pair of rounds that
elapse outside it. Any creature in the sphere during one of
You attempt to trap the target in a short-lived time loop. these extra rounds can take a turn. But if a creature leaves
Make an Intellect attack roll against the target’s Will. On the sphere on its turn during one of these extra rounds, the
a success, the target becomes trapped in a time loop for creature enters normal time, and its turn immediately ends
1 minute. as it does so. Such a creature must get a success on a Will
When trapped in this way, the target must repeat what it challenge roll or gain 1 Insanity. Attacks and other effects
did on its previous turn. If the target took a fast turn or a originating from inside the sphere that would affect targets
slow turn, it must take a fast turn or a slow turn each round or areas outside it are resolved at the end of the extra
until the effect ends. If the target used an action during its round. In addition, creatures inside the area make attack
previous turn, it must use an action to perform the same task rolls against targets outside the sphere with 3 boons, while
each round until the effect ends. If the task was an attack, targets outside the sphere make challenge rolls to resist
the target must attack the same target and use the same harmful effects with 3 banes.
weapon. If it cannot reach the target, it instead attacks the
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Traditions and Spells
MAJOR PARADOX TIME ATTACK 3 TIME DISRUPTION TIME UTILITY 5
Target Up to five creatures you can see within medium range Area A 10-yard-radius sphere centered on a point within
medium range
You attempt to knot each target’s timeline so that the
creature does not exist in the present. Each target must Duration 1 minute
get a success on an Intellect challenge roll with 1 bane or
disappear, removed from existence for 1 minute. While You entangle the timelines of creatures in the area. Each
removed from existence, the target is insensate, cannot use creature in the area must make a Will challenge roll with
actions or triggered actions, and cannot move. When the 3 banes. On a failure, the creature gains 1d3 Insanity and
effect ends for a target, it returns to the space from which it becomes stunned for 1 minute. At the end of each round
disappeared or the nearest open space of its choice. until the effect ends for a creature, it can repeat the Will
challenge roll. On a success, the creature removes the
EXCELLENT ADVENTURE TIME UTILITY 4 stunned affliction from itself but can take only slow turns,
either moving or using an action on each of its turns for the
Describe a simple activity you could have reasonably remainder of the spell’s duration.
performed in the space within 10 yards of you at some point
within the last hour. The activity could be hiding a key under SEVER TIMELINE TIME ATTACK 6
a rock, placing poison in a cup, sticking a disguise in a nearby
closet, or something similar, provided the activity does not Target One creature you can see within medium range
involve directly harming a creature or an object. The result
of the activity then becomes real, just as if you had in fact You reach across the target’s timeline, searching for the
performed it: the key is under the stone, or the cup now best place to cut. Make an Intellect attack roll against the
contains poison. target’s Will. If the target has a Health score of 50 or lower,
If you are still alive when the adventure ends, you instantly you get an automatic success. If the target has a Health
travel back through time to a point up to an hour before you score of 100 or higher, you make the roll with 3 banes.
cast this spell and carry out the activity. When you finish, you On a success, you cut the target’s timeline, causing it to
disappear and return to your normal place in time. fade from reality for 1 minute. During this time, the target
If you are unable to complete the activity, either because is impaired and slowed, its attacks deal half damage, and
you died or you were unable to do what you said you it takes half damage from all attacks. At the end of each
would do, you create a paradox, since you are not able round, the target must make a Will challenge roll with
to go back in time and perform the activity you described. 3 banes. If the target gets three successes, the effect
As a result of your failure to close this loop in the time ends and the target’s timeline is restored. Otherwise, at
stream, the outcome of some event or situation that you the end of this time, the target disappears and its dead
and members of your group were involved in changes, at body appears prone in a space it previously occupied.
the GM’s discretion. Although the target’s death does not affect what happened
since it died, anyone who encountered the target since then
STOLEN MOMENTS TIME ATTACK 4 forgets having done so, and their minds fabricate other
explanations for any influence the target might have had on
them during that time.
Target Up to two creatures you can see within medium range TIME DILATION TIME UTILITY 6
You attempt to steal time from each target and bestow Target Up to five creatures you can see within short range
that time on other creatures you choose. For each Duration 1 minute
target, make an Intellect attack roll against its Will. On
a success, the target cannot take a turn for 1 minute You speed up time for each target for the duration. Each
and is defenseless. While defenseless, the target is also target can take a fast turn and a slow turn, makes attack
immobilized. The effect immediately ends if the target rolls and challenge rolls with 1 boon, and has a bonus to
takes any damage. The target can make a Will challenge Speed equal to half its base Speed score.
roll at the end of each round and ends the effect on itself
on a success. Aftereffect Each target must make a Will challenge roll
For each target affected by this spell, choose a creature you with 3 banes. On a failure, the target takes 2d6 damage and
can see within short range. Each creature you choose can becomes fatigued for 1 minute. When fatigued in this way,
take an extra turn each round until the effect ends on the the target is also slowed.
target whose turns are being stolen.
TEMPORAL BUBBLE TIME UTILITY 7
ALTER FORTUNES TIME UTILITY 5 Area A 5-yard-radius sphere centered on a point you
can reach
Duration 8 hours
Triggered At the end of the round, you can use a triggered You dislodge the area and everything in it from the time
action to cast this spell. You disappear, removed from time. stream. For the duration, time passes normally in the area,
During the next round, whenever a creature within a number but outside it, time passes at one-eighth the normal rate,
of yards from the space you left equal to half your Speed such that when the spell ends, only 1 hour of actual time
would make an attack roll or a challenge roll, you can turn will have passed.
the result of the roll into a success or a failure, by moving The outside edge of the area ripples with temporal
between the moments to meddle with what happens. You distortions, heavily obscuring everything behind it. Strong
can use this effect up to three times during the round. At the winds swirl around inside the area and within 5 yards of
end of the round, you reappear in an open space within a it. If a creature or object moves across the barrier, it takes
number of yards from the space you left equal to your Speed. 10d6 damage from the stress of entering a slower or faster
timestream. A creature can make a Strength challenge roll
Aftereffect You must get a success on a Strength challenge with 2 banes and takes half the damage on a success.
roll with 2 banes or become fatigued for 1 hour.
125
Traditions and Spells
ERASE FROM EXISTENCE TIME ATTACK 8 STOP TIME TIME UTILITY 9
Choose one living creature of flesh and blood that you can Duration 1d3 + 1 rounds
see within medium range. You step backward in time to kill
one of the creature’s ancestors. Make an Intellect challenge Time across the cosmos comes to a complete stop for
roll with 4 banes. If the total of your roll is 0 or lower, you are everyone and everything other than you and up to five
killed in the attempt, and your body lies dead somewhere in creatures you touch when you cast this spell. You and
the past. On any other failure, you fail to kill the creature’s the touched creatures can act normally and can interact
ancestor and return to the space you left with 2d6 damage with your environment as you choose. You treat all other
and 1 Insanity. creatures as if they were unconscious.
If you get a success on a roll of 19 or lower, you fail to kill
the ancestor, but your attempt changed history enough that Aftereffect You and each other affected creature must
the chosen creature disappears from your location, having make a Strength challenge roll with 4 banes. A creature takes
followed a different path in life. 9d6 damage on a failure from the trauma of time restarting,
Finally, if the total of your challenge roll is 20 or higher, or half the damage on a success.
you kill the ancestor, and the chosen creature disappears
entirely, having never been born. You return to the space TIME GATE TIME UTILITY 10
you left, and you and each creature within 20 yards of you
must make a Will challenge roll with 4 banes. On a failure, Area A cube of space, 2 yards on a side, originating from a
a creature gains 1d6 Insanity. In addition, you create shock point you can reach
waves through time as reality struggles to account for the
changes you made. The GM decides the exact effects of Light bends and warps inside the area. Upon casting the
reality’s change based on the nature of the chosen creature, spell, you must concentrate for 1 hour, during which time you
its history, and its effects on the world; possibilities include fix your mind on a specific time in the past or the future. At
certain people having never been born, changes to recent the end of every 10 minutes you spend concentrating, you
history, relocation of certain places, and so on. must make a Strength challenge roll with 1 bane, taking 1d6
damage and gaining 1 Insanity on a failure. If you concentrate
Aftereffect You must make a Will challenge roll with for the full hour, a portal opens inside the area and remains
4 banes. On a failure, you gain Insanity equal to your Will, open for 10 minutes, after which time it closes. The portal has
you forget this spell, and you cannot learn it or cast it again. a front and a back, but does not have sides. Peering through
the portal reveals the same area affected by the spell as it
appears at the past or future time you specified. You and
any creatures from your time can pass through the portal
in either direction for as long as it remains open. When you
pass through the portal, you remain in the same location, but
at the time you specified.
Aftereffect You must make a Will challenge roll with 5
banes. On a failure, you gain Insanity equal to your Will score.
126
Traditions and Spells
Transformation DEVOLVE TRANSFORMATION UTILITY 1
The magic of the Transformation tradition enables Duration 1 hour
casters to change not only their outward appearance
but their very nature. Transformation spells can turn You assume a brutish, savage appearance, becoming a more
the caster into a different kind of creature—perhaps a primitive version of your kind, and remain in that form for
mouse or a ferocious lion, an eagle or a steed, or any the duration. Your new form confers the following benefits
number of other physical forms. The magic works by and drawbacks.
relaxing the form imposed on the caster’s substance so • You make Strength and Agility attack rolls and challenge
that the caster can flow from one shape into another
and back again. rolls with 1 boon.
• You ignore the effects of moving across difficult terrain
Assuming Different Forms
when climbing or swimming.
When you want to assume the form of a different • You make Intellect and Will attack rolls and challenge
creature by casting a Transformation spell, the
following rules apply to you after you assume the rolls with 2 banes.
new form. • You cannot speak.
• Everything you are wearing or holding is VENOMOUS SHAPE TRANSFORMATION UTILITY 1
subsumed into the new form.
Duration 1 hour
• You cannot speak unless the new form is
capable of speaking. For the duration, whenever you assume the form of an
animal from the casting of a Transformation spell, you
• You use the new form’s Strength, Agility, gain the poisonous trait (Shadow, page 263) while you
characteristics, traits, and talents in place are in that form.
of your own. You retain your normal Intellect
and Will. Sacrifice You can use an action and expend a casting of
this spell to cast the flowing form spell (Shadow, page 146).
• Any damage you had in your normal form does
not apply to your new form. PLANT FORM TRANSFORMATION UTILITY 2
• You can use a triggered action on your turn Area A cube of space, 1 yard on a side, originating from a
to switch between any forms you are capable point in your space
of assuming, including your normal form.
Duration 1 minute
• If you use an action to cast a spell that lets you
assume a different form, you can also use one You assume the form of an animated plant (see page 134)
of the new form’s attack options upon assuming occupying the area and remain in that form for the duration.
the new form.
SLIME FORM TRANSFORMATION UTILITY 2
• If you would become incapacitated while in the
new form, the spell ends, and any damage in Area A cube of space, 1 yard on a side, originating from a
excess of that form’s Health then applies to the point in your space
Health score of your normal form, which might
cause you to become incapacitated in your Duration 1 minute
normal form.
You assume the form of a slime (see page 142) occupying
the area and remain in that form for the duration.
BEAR FORM TRANSFORMATION UTILITY 3
Area A cube of space, 2 yards on a side, originating from
a point in your space
Duration 1 minute
You assume the form of a bear (Shadow, page 219)
occupying the area and remain in that form for the duration.
GREAT CAT FORM TRANSFORMATION UTILITY 3
CHAMELEON TRANSFORMATION UTILITY 0 Area A cube of space, 2 yards on a side, originating from a
point in your space
Duration 1 hour
Duration 10 minutes
You alter your physical appearance to help you blend into You assume the form of a great cat (Shadow, page 238)
your surroundings. For the duration, you make rolls to occupying the area and remain in that form for the duration.
become hidden with 3 boons. Upon assuming the new form, you can use one of its attack
options or special attacks.
Triggered When you stop moving, you can use a triggered
action to cast this spell. Your appearance changes to match HULK TRANSFORMATION UTILITY 4
your surroundings. You can make an Agility challenge roll
with 3 boons to become hidden without needing to use an Requirement You must be in a space large enough to
action to do so and even if you are being observed. When accommodate a creature of your Size + 1 (maximum 4).
you stop being hidden, the spell ends.
Duration 1 hour
WEAPON APPENDAGE TRANSFORMATION ATTACK 0 You become a hulking monstrosity for the duration. While
in this form, you have the following benefits and drawbacks:
Duration 1 minute • You increase your Size by 1 (maximum of Size 4).
• You gain a +40 bonus to Health.
One of your limbs transforms to become a blade. The blade • You make Strength attack rolls and challenge rolls
counts as a basic natural weapon with the finesse property
that deals 1d6 + 1 damage. You can substitute Will for the with 2 boons.
attribute you would normally use to attack with it. Finally, • You make Agility attack rolls and challenge rolls with
if the total of your attack roll is 20 or higher and beats the
target number by at least 5, your attack with the appendage 1 bane.
deals 1d6 extra damage. As part of casting the spell, you can • Your weapon attacks deal 2d6 extra damage.
make an attack with the appendage. • When you attack a creature, the creature must make a
Will challenge roll. It becomes frightened for 1 minute on
a failure, or it becomes immune to this effect from this
casting of the spell on a success.
127
Traditions and Spells
ABUNDANT ANIMALS TRANSFORMATION UTILITY 4 GIANT FORM TRANSFORMATION UTILITY 6
Duration 1 hour Area A cube of space, 3 yards on a side, originating from a
point in your space
Your body transforms into a group of six small animals
(Shadow, page 217) that remains for the duration. You can Duration 1 hour
assign one of the following traits to each animal: climber,
flier, or swimmer. You control each animal separately and can You assume the form of a Size 3 giant (Shadow, page 236)
perceive from their spaces simultaneously. The spell ends if occupying the area and remain in that form for the duration.
the last of the six animals becomes incapacitated, whereupon While in this form, you do not have the stupidity trait.
you revert to your normal form in that animal’s space.
SHAPESHIFTER TRANSFORMATION UTILITY 6
GRIFFON FORM TRANSFORMATION UTILITY 5 Area A cube of space, 3 yards on a side, originating from a
point in your space
Area A cube of space, 2 yards on a side, originating from
a point in your space Duration 4 hours
Duration 8 hours You destabilize your form so that you can easily transform
into other creatures. For the duration, you can use an action,
You assume the form of a griffon (Shadow, page 238) or a triggered action on your turn, to assume the form of a
occupying the area and remain in that form for the duration. huge animal, large animal, medium animal, small animal,
While in this form, you have a +30 bonus to Health, and your or tiny animal (Shadow, page 217) occupying the area or
attacks deal 1d6 extra damage. to revert to your natural form. When you assume an animal
form, you can also gain the climber, flier, or swimmer trait.
MONSTROUS FORM TRANSFORMATION UTILITY 5 Although you can swap your animal forms freely, your
damage total remains the same for all animal forms you
Area A cube of space, 3 yards on a side, originating from assume when you cast this spell.
a point in your space In addition, when you attack, you can expend the casting
of one Transformation spell you have learned. The attack
Duration 1 hour deals 1d6 extra damage per rank of the spell you expended
(or 1d3 extra damage for a rank 0 spell).
You assume the form of a Size 3 huge monster (Shadow,
page 246) occupying the area and remain in that form for WYVERN FORM TRANSFORMATION UTILITY 7
the duration. While in this form, you have
the frightening trait Area A cube of space, 3 yards on a side, originating from
(Shadow, page 214). a point in your space
Duration 1 hour
You assume the form of a wyvern (see page 144) occupying
the area and remain in that form for the duration.
BASILISK FORM TRANSFORMATION UTILITY 8
Area A cube of space, 3 yards on a side, originating from
a point in your space
Duration 4 hours
You assume the form of a basilisk (Shadow, page 219)
occupying the area and remain in that form for the duration.
Upon assuming the new form, you can use one of its attack
options, and you resolve the effect of your captivating
appearance trait immediately.
DRAGON FORM TRANSFORMATION UTILITY 9
Area A cube of space, 4 yards on a side, originating from
a point in your space
Duration 8 hours
You assume the form of a Size 4 dragon (Shadow, page 229)
occupying the area and remain in that form for the duration.
While in this form, whenever you take damage, you reduce
the damage by 5.
BECOMING TRANSFORMATION UTILITY 10
Duration Until you complete a rest
You loosen the bounds of your form so that you can
adopt a multitude of other forms. For the duration,
you can use an action or a triggered action to assume
the form of any living creature you can see and remain
in that form until you return to your normal form
or you assume a different form. Unlike with other
Transformation spells, your damage total remains the
same regardless of the form you assume.
128
Traditions and Spells
Water SWIRLING MIST WATER UTILITY 2
Spells of the Water tradition grant command and Area A 5-yard-radius sphere centered on a point you
control over liquids and ice, allowing users to blast can reach
enemies with jagged shards of ice or entrap foes in
giant, undulating orbs of water. Water magic also has Duration 1 minute
restorative qualities for easing suffering and repairing
injuries, though not to the same extent as the assistance A billowing cloud of mist spreads through the area, partially
offered by Life magic. obscuring it for the duration. Wind created by a rank 2 or
As with other elemental traditions, the surest path higher spell disperses the mist.
to discovering Water magic is to learn the secret While you are in the area, your body is shrouded by the mist
name of water, usually from a genie or a similar and you are invisible to any creature more than 1 yard from
being. A genie might reveal the word in the way you. In addition, you take half damage from all sources, your
sunlight dapples the water, or conceal the name in movement never triggers free attacks, and you can move
the laughter of a bubbling stream. The tradition is through spaces occupied by other creatures.
studied at most great institutions of magic, especially
those near the coast, where plenty of material exists WATERY SERPENT WATER ATTACK 2
on which to practice the art.
Area A cube of space, 1 yard on a side, originating from
a point within medium range
Duration 1 minute
ICICLE WATER ATTACK 0 A serpent made from water appears inside the area and
remains for the duration. You can use an action, or a
Target One creature within short range triggered action on your turn, to move the serpent up to 5
yards and attack one creature within 2 yards of the serpent.
Make a Will attack roll with 1 boon against the creature’s
Agility. On a success, the creature takes 2d6 + 3 damage and
cannot move away from the watery serpent for 1 round. If the
total of your attack roll is 20 or higher and beats the target
number by at least 5, the creature takes 1d6 extra damage.
You form a razor-sharp icicle in your hand and fling it at FLOOD WATER ATTACK 3
the target. Make a Will attack roll against the target’s Agility.
On a success, the icicle hits and deals 1d6 damage plus Area A 40-yard-long cone originating from a point you
1d3 damage from cold. can reach
Attack Roll 20+ The target takes 1d6 extra damage from cold. Duration 1 round
RIME WATER UTILITY 0 Water rushes out from your hand and forcefully spreads
through the area. The water extinguishes all ordinary flames,
Area A cube of space, 2 yards on a side, resting on a flat as well as magical flames created by spells of rank 3 or lower.
surface and originating from a point within short range Unsecured objects of Size 1 or smaller are carried 4d6 yards
away from the point of origin, and unsecured doors and
Duration 1 minute portals in the area are forced open. The force of the water
deals 2d6 damage to everything in the area. A creature in the
Ice forms over every surface in the area and remains for the area can make a Strength challenge roll. A creature of Size 2
duration. Any creature that moves into or out of the area or larger makes the roll with a number of boons equal to its
must get a success on an Agility challenge roll or fall prone. Size – 1. A creature falls prone and moves 4d6 yards toward
In addition, whenever a creature in the area would take the opposite end of the area on a failure, or just takes half the
damage from cold, it takes 1d6 extra damage. damage on a success.
CLOUDBURST WATER UTILITY 1 RESTORATIVE WATERS WATER UTILITY 3
Area A cylinder of water, 10 yards tall with a 20-yard radius, Area A 3-yard-radius hemisphere centered on a point you
centered on a point within medium range can reach
Duration 1 hour Glistening water sprays up from the point you touch, then
rains down on everything in the area. Each creature in the
Heavy rain (or snow, in a cold environment) falls from the area is nourished as if it had drunk its fill of water, it removes
top of the area for the duration. The precipitation partially the diseased and poisoned afflictions from itself, and it heals
obscures the area. It extinguishes ordinary flames as well damage equal to its healing rate. In addition, for the next
as magical flames created by spells of rank 1 or lower. minute the creature heals 1d6 extra damage whenever it
In addition, you can use an action, or a triggered action heals damage.
on your turn, to move the area up to 5 yards in any direction.
If you move the center of the area beyond medium range WALL OF ICE WATER UTILITY 4
from you, the spell ends.
Area A shapeable line, 10 yards long, 5 yards high, and 1
Sacrifice You can use an action and expend a casting of yard wide, originating from a point within long range
this spell to cast the icicle spell (above).
Duration 1 hour; see the effect
WATER BURST WATER ATTACK 1 Ice fills the area and remains for the duration or until it melts.
Any creature in the area when the ice appears must make an
Target A cube of water, no more than 1 yard on a side, Agility challenge roll. A creature moves 1 yard to either side
originating from a point within short range of the wall on a success, or takes 3d6 damage and becomes
immobilized on a failure. At the end of each round, a creature
The target explodes with tremendous force. Each unsecured immobilized by the spell takes 1d6 damage from cold.
object of Size 1/2 or smaller within 3 yards of the outrushing Each 2-yard-long section of the wall has Defense 5 and
water moves 1d6 yards in a straight line away from it. Each Health 15. If a section of the wall is destroyed, any creature
creature within 3 yards of the target takes 1d6 + 3 damage. immobilized in it removes the affliction from itself.
A creature can make a Strength challenge roll, taking half In addition, at the end of each round until the spell ends, any
damage on a success, or also falling prone on a failure. creature within 5 yards of the wall must get a success on a
The water bursting from the area extinguishes all ordinary Strength challenge roll or take 1d6 damage from the bitter
flames within 5 yards of the target. cold it generates.
129
Traditions and Spells WATERY FORM WATER UTILITY 4
130 Duration 1 hour
You transform yourself, along with everything you wear and
carry, into a being made of clean, pure water. You retain your
Size and shape, but you are transparent. You can use items
you carry even though they are made from water. Until the
spell ends, you gain the following benefits and drawbacks.
• You take half damage from all sources.
• You have the swimmer trait.
• You can breathe in water as easily as you do in air.
• You are invisible when submerged in liquid.
• You make Strength and Agility attack rolls and challenge
rolls with 1 boon.
• You can move through spaces occupied by other
creatures, but you cannot end your movement there.
You can also move through gaps wide enough to
permit the flow of water.
• Your Water spells deal 1d6 extra damage.
CAUSTIC WATERS WATER ATTACK 5
Area A 10-yard-long cone originating from a point you
can reach
Highly corrosive fluid flies from your hand, splashing
everything in the area. Objects in the area that are made
from wood, leather, or other organic materials take damage
equal to their Health. The acid deals 5d6 damage to
everything else in the area. A creature can make an Agility
challenge roll and takes half the damage on a success. In
addition, each creature hit by the acid takes 1d6 damage
at the end of each round until a creature uses an action
to wash the acid away from itself or from someone or
something else.
PARCH WATER ATTACK 5
Area A 5-yard-radius sphere centered on a point within
medium range
The spell draws all moisture from the area. All ordinary
mist, fog, and vapor, as well as such phenomena created by
rank 5 or lower spells, in the area disappears.
Each creature of flesh and blood in the area must make a
Strength challenge roll. A creature takes 4d6 + 6 damage
and becomes impaired until it completes a rest on a failure,
or just takes half the damage on a success.
CONTROL WATER WATER UTILITY 6
Target The water inside a cube of space, 100 yards on a
side, originating from a point you can reach
Duration Concentration, up to 1 hour
You take control of all the water in the area for the duration.
Choose one of the following effects.
Divide the Waters You separate the waters in the area to
create a line of open space 10 yards tall, 20 yards wide, and
100 yards long. Creatures in the affected area are moved
with the waters to one side or the other (GM’s choice). A
creature can move from the affected area into the water and
back again. When the spell ends, the water slowly flows back
into the area until it reaches its previous level again.
Raise the Waters You raise the surface of the water up to
20 yards. Water raised in this way might cause flooding,
wash away a bridge, or capsize a vessel floating on the
surface at the GM’s discretion.
Lower the Waters You lower the surface of the water by
as much as 20 yards. If the area is fully enclosed by a large
body of water, this effect crates a whirlpool that lasts until
the spell ends. Any vehicle floating on the surface of the
body of water is pulled into the whirlpool and takes 1d6
damage at the end of each round. A pilot can keep a vehicle
from being pulled into the whirlpool by getting a success on
an Agility challenge roll with 3 banes.
SEETHING SEA WATER ATTACK 6 Traditions and Spells
Target A cube of water, 100 yards on a side, originating liquid makes the roll with 2 banes. On a failure, a creature is
from a point within short range moved 1d6 yards away from you if it is within 10 yards of you,
or 2d6 yards toward you if it is more than 10 yards from you.
Duration 1 minute If a creature encounters an obstacle before moving the full
distance, it takes 1 damage for each yard it was prevented
You bring the targeted water to a rapid boil. The air above from moving in this way.
it becomes filled with steam that heavily obscures the area
up to 10 yards above the water. The seething, frothing water Crashing Wave On your turn, you can use a triggered action
deals 10d6 damage to everything in it. A creature in the to smash one creature or object within 3 yards of you. Make
targeted water when you cast the spell can make a Strength a Will attack roll with 1 boon against the target’s Agility. If
challenge roll and takes half the damage on a success. the target is in contact with a liquid, you make the roll with
Furthermore, at the end of each round until the spell ends, 3 boons instead of 1. On a success, the target takes 5d6
the boiling water deals 2d6 damage to everything in it. Again, damage and must get a success on a Strength challenge roll
a creature in the water can make a Strength challenge roll or fall prone.
and takes half the damage on a success.
NAME OF WATER WATER UTILITY 9
Sacrifice You can use an action and expend a casting of this
spell to cast the caustic waters spell (above). Duration 1 hour
ELEMENTAL ICE WATER UTILITY 7 You speak the secret name of water and master its power.
For the duration, you can cast Water spells of rank 3 and
Target A point on the surface of a volume of water that you lower that you have learned without expending castings
can reach of them. In addition, you can cast any rank 0 Water spell,
whether you have learned it or not.
Duration 24 hours; see the effect
You touch the water and cause the surface of the water in TSUNAMI WATER ATTACK 10
up to a 50-mile radius to freeze solid to a depth of 6 feet.
Any creatures or objects in the area become trapped. A Requirement You must be able to see a body of water large
creature that would become trapped can make an Agility enough to accommodate the spell’s area
challenge roll. On a success, it is not trapped and appears
on the surface of the ice. A creature trapped in the ice is Area A line of water, 5 miles long and 1/2 mile wide,
defenseless. When defenseless in this way, a creature is originating from a point you can see
immobilized and takes 2d6 damage from cold at the end of
each round. A trapped creature can attempt to break free Duration See the effect
from the ice by using an action to make a Strength challenge
roll with 3 banes. Each success deals 1d6 damage to the The water in the area rises up until it becomes a 2,000-foot-
2-yard cube of ice in which it is trapped. high wave. The wave moves in a direction you choose until it
The ice remains for the duration, though fire created by a makes landfall. When moving across waters at least 4 miles
rank 7 or higher spell can melt ice in each of its areas. Each in depth, the wave moves 500 miles per hour. In shallower
2-yard cube of ice has Defense 5 and Health 30. waters, the wave moves 100 miles per hour. Anything in
the wave’s path becomes picked up by it and moves with
BECOME THE SEA WATER UTILITY 8 it unless it has some reasonable method to escape, such as
flying away or using Teleportation magic.
Duration Concentration, up to 1 hour When the wave hits land, it crashes, dealing 20d6 damage
to everything along its length within 100 yards of the
You assume the form of a Size 3 wall of water and remain shore as well as to whatever it picked up along the way.
in that form for the duration. You resume your normal form Everything beyond 100 yards out to 500 yards away
when the spell ends, appearing anywhere in the wall’s space. from the shore takes 10d6 damage, and everything beyond
When you are in watery form, you gain the following benefits 500 yards out to 1,000 yards away from the shore takes
and drawbacks. 5d6 damage. A creature in any of these affected areas can
make a Strength challenge roll with 3 banes, taking half the
Sightless You rely on senses other than sight to perceive damage on a success.
your surroundings, and you can pinpoint the location of Ships and other waterborne vessels take double damage
each creature and object within long range of you. Creatures from this spell.
within that area cannot hide from you, and you ignore banes The exact effects of the wave are up to the GM, but one can
imposed by obscurement on rolls to perceive things. You are expect widespread flooding, destruction of structures, and
not subject to the blinded condition. significant changes to the shoreline.
Immune damage from acid, disease, and poison; blinded, Aftereffect You must make a Strength challenge roll with
dazed, deafened, diseased, fatigued, frightened, immobilized, 5 banes. You take 10d6 damage on a failure, or half the
poisoned, prone, slowed, stunned, and any effect that would damage on a success.
change your shape.
Watery Form You take half damage from weapons.
Frozen Form When you take damage from cold, you gain a
+1d6 bonus to Defense and you halve your Speed. This effect
lasts for 1 round or until you take damage from fire.
Fire Vulnerability You make challenge rolls to resist Fire
attack spells with 1 bane, and you take double damage from
Fire spells.
Amorphous You can move freely through openings wide
enough to permit the passage of water, and you can move
through spaces occupied by other creatures.
Empowered by Water When you would take damage from
a Water spell, you instead add the damage as a bonus to
your Health. The bonus lasts for 1 minute.
Tidal Forces When you use an action to concentrate on
this spell, each creature within medium range must make a
Strength challenge roll. A creature floating or submerged in
131
Many creatures found in the world of Urth could mentioned in this book that are not described in
not exist without magic. Many trace their origins to Shadow of the Demon Lord. While some monsters have
bizarre accidents, side effects of great spells cast by the been previously revealed in other supplements, they
most powerful users in the lands. These include the have been collected here for ease of use.
menagerie of monsters rampaging in the wilderness Each entry provides you with a description of
and terrorizing the people who live on its edges. the creature, which tells you how it fits into the
Other creatures of magic were created intentionally, world as well as detailing its appearance, behavior,
forged in the crucible of life to carry out some motivations, and other details to help you bring this
inscrutable purpose, such as hoods, harvesters, and creature to life in play. A statistics box follows the
other altered and changed beings. And then there are descriptive text, and it shows you how to use the
those that exist purely to serve their makers’ wills. creature in combat. For full details on how to read a
This chapter explores and reveals creatures that statistics box, review the opening pages of chapter 10
can be summoned or made from magic. Each entry in Shadow of the Demon Lord.
provides details and statistics boxes for creatures
132
Creatures of Magic
Angel Blinding Radiance While under the effects of Radiant
Form, the angel can use an action to release a blast of
There’s a devil for every moral failing. Angels light from its body. Each creature within short range of
prey on the overly pious, people who have grown the angel must get a success on a Strength challenge
proud in their certainty that their religion is the roll with 1 bane or take 2d6 damage and become blinded
true one and in whom the seeds of intolerance and for 1 minute. Once the angel makes this attack, it cannot
judgment have taken root. In extreme branches do so again for 1 minute.
of the dominant religions, the Devil’s agents
have embedded a belief that angels are servants, SPECIAL ACTIONS
messengers, and warriors of the gods or of a
particular god, and that their presence in the world Radiant Form An angel can use an action to assume a
signals favor from on high. radiant form with feathery wings that appears pleasing
An angel’s appearance betrays nothing of its to any mortal who sees it. While in this form, the angel
infernal nature. Light shines from its perfect loses the horrifying trait and casts light from its body in
body, which can take on the guise of whatever its a 5-yard radius.
summoner would consider ideal. They exalt the
mortals who call them from Hell through the use of Become Invisible An angel can use an action to become
Theurgy spells, complimenting them on their piety, invisible. It remains invisible until it uses an action to
devotion, and constant service. attack or it becomes incapacitated. While invisible, the
In its true form, an angel is hideous, having a angel makes no sound when it moves unless it so chooses.
pale, naked body whose skin is riddled with oozing
fissures and craters. Darkness fills its eye sockets, MAGIC
and streams of black slime leak from its mouth. Power 2
Like the forms they don for mortals, angels have Enchantment presence (3), charm (2), mind bondage (1)
feathered wings, but in their true state the feathers
are aflame. Animated Corpses
Angels can communicate with any creature that
knows at least one language. Necromancy magic can rouse corpses of any size and
This creature first appeared in Exquisite Agony. If turn them into unwitting slaves, serving no purpose
you have that book, add the following trait to the other than to obey the commands of their master.
angel’s statistics box.
Animated Corpse Template
Infernal Gift An angel can bestow infernal gifts on mortals.
You can create an animated corpse by applying the
following changes to the creature’s standard statistics box.
SUBTRACT 1
ANIMATED CORPSE DIFFICULTY STEP
ANGEL DIFFICULTY 50 frightening (if Size 2 or smaller) or horrifying (if Size 3 or larger) undead
Size 1 horrifying faerie (devil) Perception 5 (–5); sightless
Insanity —; Corruption —
Perception 13 (+3); truesight Agility –2, Intellect —, Will +5
Defense 11; Health 53; Insanity —; Corruption 7 Speed –4
Strength 13 (+3), Agility 11 (+1), Intellect 11 (+1), Will 13 (+3) Immune damage from cold, disease, or poison; asleep,
Speed 10; flier (swoop)
Immune damage from disease or poison; charmed, blinded, charmed, dazed, deafened, diseased, fatigued,
frightened, poisoned, stunned
diseased, poisoned Traits and Talents The creature loses all talents.
Spell Defense An angel takes half damage from spells and
ATTACK OPTIONS
makes any challenge roll to resist a spell with 1 boon. A
creature attacking an angel with a spell makes the attack Natural Weapon Animated corpses attack with their natural
roll with 1 bane. weapons or unarmed strikes. These attacks deal 1d6 extra
Iron Vulnerability An angel is impaired while in contact damage. The base creature loses any boons and banes it
with iron. normally has on its attack rolls for using these weapons.
SPECIAL ATTACKS
The base creature loses all special attacks.
ATTACK OPTIONS SPECIAL ACTIONS
The base creature loses all special actions.
Radiant Sword (melee) +3 with 2 boons (3d6 + 2 plus Flare
on attack roll 20+) MAGIC
Flare A sighted creature must get a success on an Agility The base creature’s Power becomes 0, and it loses all spells
challenge roll or become blinded for 1 round. it has learned.
SPECIAL ATTACKS
Two Attacks The angel uses an action to attack two
different targets with its radiant sword. Each attack deals
2d6 + 2 damage.
133
Creatures of Magic
Mob of Corpses Nature Stride An animated plant ignores the effects of
moving across difficult terrain caused by plants, roots,
When they gather into mobs, animated corpses can and other forms of undergrowth.
overwhelm the living, lurching forward as a mass
of flailing limbs and rotted flesh to drag down and ATTACK OPTIONS
destroy anything that comes into their reach. Grasping Limbs (melee) +3 with 1 boon (2d6 + 2 plus the
MOB OF CORPSES DIFFICULTY 10 target becomes grabbed on attack roll 20+)
Size 3 frightening undead (mob) SPECIAL ATTACKS
Rending Grasp If the animated plant has a creature grabbed,
Perception 5 (–5); sightless
Defense 8; Health 40; Insanity —; Corruption 1 it tears at the grabbed creature’s body. The animated
Strength 10 (+0), Agility 8 (–2), Intellect —, Will 15 (+5) plant makes a Strength attack roll with 1 boon against
Speed 6 the target’s Strength. On a success, the target takes
Immune damage from cold, disease, or poison; asleep, 2d6 + 2 damage and becomes grabbed for 1 round.
blinded, charmed, dazed, deafened, diseased, fatigued, Animated Tree
frightened, poisoned, stunned
Mob A mob of corpses takes half damage from attacks Powerful Nature magic can cause trees to uproot
that target individual creatures and double damage from themselves and become ambulatory creatures.
attacks that affect an area. The mob acts as a single These beings retain their basic appearance, but
creature, but it counts as ten creatures for the purpose their lower trunks divide into legs, while their
of choosing targets. The mob makes Strength and Will lower branches twist and curl to form grasping
challenge rolls with 1 boon. limbs. Most animated trees have visages visible on
the bark of their trunks or in the greenery of their
Creatures can move through a mob’s space, but they leaves. Animated trees do not speak and obey the
treat the area as difficult terrain. The mob can squeeze commands of their makers.
through an opening large enough to accommodate a
Size 1 creature and can move through spaces occupied ANIMATED TREE DIFFICULTY 100
by other creatures.
Spawn When the mob becomes incapacitated, it dissipates, Size 3 or larger plant
and 1d6 animated corpses (Shadow, page 218) that made
up the mob appear in open spaces within the space it
formerly occupied. The animated corpses can act on the
next available turn.
ATTACK OPTIONS Perception 10 (+0); shadowsight
Natural Weapon +0 with 2 boons (3d6 + 1, or 1d6 + 1 if the Defense 18; Health 100; Insanity —; Corruption —
Strength 16 (+6), Agility 10 (+0), Intellect 5 (–5), Will 15 (+5)
mob is injured) Speed 8
Immune asleep, blinded, dazed, fatigued, frightened,
END OF THE ROUND
Overwhelm If the mob is not injured, each creature in its stunned
Plant Camouflage An animated tree that is not moving
space or within 1 yard of it that is not a swarm or a mob
must get a success on an Agility challenge roll or take looks like an ordinary tree of its kind.
2d6 damage. Fire Vulnerability An animated tree takes double damage
Animated Plant from fire.
Nature Stride An animated tree ignores the effects of
Certain spells and relics can grant mobility and dim
sentience to plants, thus transforming an ordinary bit moving across difficult terrain caused by plants, roots,
of foliage into a strange, mobile creature. Animated and other forms of undergrowth.
plants retain their general appearance, but their Tree Fall When an effect would knock the animated tree
roots, branches, and vines twist into workable limbs. prone, its body covers an area on the ground that is
In addition, the semblance of a face might appear on as tall and wide as the creature, starting at the edge
their trunks or stalks or in the greenery of their foliage. of its space and extending away from the source of
Animated plants do not speak and obey the commands the effect that knocked it prone. The tree deals damage
of their makers. equal to 2d6 x its Size to each creature or object in
the area where it falls. A creature can make an Agility
ANIMATED PLANT DIFFICULTY 10 challenge roll with a number of banes equal to the
tree’s Size. On a success, the creature takes just half
Size 1 or smaller plant the damage and moves to the nearest open space
outside the area. On a failure, the creature becomes
Perception 10 (+0); shadowsight trapped under the tree.
Defense 13; Health 40; Insanity —; Corruption —
Strength 13 (+3), Agility 11 (+1), Intellect 5 (–5), Will 12 (+2) A trapped creature is prone, blinded, immobilized,
Speed 8 and totally covered. It can use an action to make an
Immune asleep, blinded, dazed, fatigued, frightened, Agility challenge roll with a number of banes equal
to the tree’s Size + 1. On a success, the creature moves
stunned to the nearest open space and is no longer trapped.
Plant Camouflage An animated plant that is not moving
ATTACK OPTIONS
looks like an ordinary plant of its kind. Brutal Branches (melee) +6 with 1 boon (4d6)
Fire Vulnerability An animated plant takes double damage
SPECIAL ATTACKS
from fire.
Sweeping Branches The animated tree chooses up to four
creatures it can reach. Each target must get a success on
an Agility challenge roll with 2 banes or take 4d6 damage
and fall prone.
134
Creatures of Magic
Apparition
Sometimes, when a mortal dies suddenly and
traumatically, the individual’s final moments are
scorched into the fabric of reality as an apparition.
This spiritual vestige relives those final moments
again and again forever. It looks much as the
mortal did in its last moments of life, except that
it is transparent.
APPARITION DIFFICULTY 1
Size 1/2 to 1 horrifying spirit
Perception —
Defense 10; Health —; Insanity —; Corruption —
Strength —, Agility —, Intellect —, Will —
Speed 10
Immune damage; afflictions
Ephemeral An apparition can move through creatures and
solid objects. It ignores the effects of moving across
difficult terrain.
Relive the Past An apparition performs the same set of
tasks it performed in life. It cannot detect the presence
of other creatures other than apparitions or acknowledge
changes to its environment.
END OF THE ROUND
Night Bound If the apparition is in an area lit by sunlight, it
ceases to exist until the area is no longer lit by sunlight.
Arion Charger Brownie
Legendary steeds famed in story and song for their Of all faerie folk, brownies have the greatest
strength, speed, and loyalty, arion chargers resemble sympathy for mortals. They lend aid to people
normal horses but stand taller and have more whose hearts are pure and who treat the land
powerful bodies. Most arion chargers have silver with respect.
coats, black manes and tails, and eyes that burn Although they are naturally helpful, brownies try
bright blue. They avoid mortals and immortals to avoid revealing their presence. A typical brownie
alike, answering calls only from those who have stands under 6 inches tall, and its spindly body
mastered the secrets of Primal magic. weighs just a few ounces. Most brownies wear acorn
Arion chargers understand all languages. caps and clothes made of squirrel skin. Although
brownies use Elvish when talking to other fey, they
ARION CHARGER DIFFICULTY 100 also know the Common Tongue.
Size 2 animal BROWNIE DIFFICULTY 10
Perception 15 (+5); truesight Size 1/8 faerie
Defense 18; Health 80; Insanity —; Corruption —
Strength 16 (+6), Agility 12 (+2), Intellect 12 (+2), Will 16 (+6) Perception 14 (+4); shadowsight
Speed 16 Defense 17; Health 5; Insanity 0; Corruption 0
Immune charmed, compelled, fatigued, frightened Strength 7 (–3), Agility 17 (+7), Intellect 12 (+2), Will 9 (–1)
Impossible Speed When the charger uses an action to Speed 10
Immune damage from disease; charmed, diseased
rush, it can move up to four times its Speed. Spell Defense A brownie takes half damage from spells and
ATTACK OPTIONS makes any challenge roll to resist a spell with 1 boon. A
Hooves and Teeth (melee) +6 with 1 boon (3d6) creature attacking a brownie with a spell makes the attack
roll with 1 bane.
SPECIAL ACTIONS Iron Vulnerability A brownie is impaired while it is in contact
with iron.
Speed Between Spaces The charger uses an action to
teleport to an open space it can see. It carries with it ATTACK OPTIONS
anyone it bears as a rider. Once it uses this talent, it Bone Needle (melee) +7 with 1 boon (1d3, or 3d6 to a dazed
must wait at least 1 hour before it can use it again.
target)
135
Creatures of Magic
SPECIAL ATTACKS Spell Defense A mob of small demons takes half damage
from spells and makes any challenge roll to resist a spell
Befuddle The brownie makes an Intellect attack roll against with 1 boon. A creature attacking the mob of demons with
the Intellect of one creature it can see within short range. a spell makes its attack roll with 1 bane.
On a success, the target becomes dazed for 1 round.
Demonic Shadows Lit areas out to 1 yard around the mob of
SPECIAL ACTIONS small demons become shadows.
Vanish When a creature gets a failure on an attack roll Spawn When the mob becomes incapacitated, it dissipates,
against a brownie’s Defense or Agility, the brownie can and 1d6 small demons (Shadow, page 229) appear in
use a triggered action to become invisible and teleport to open spaces within the space it formerly occupied. They
an open space within short range. The brownie must then can take the next available turn.
wait 1 minute before it can use this action again.
ATTACK OPTIONS
Construct
Natural Weapon (melee) +6 with 2 boons (4d6, or 2d6 if
Like the other constructs described in Shadow of the injured)
Demon Lord, tiny constructs can represent mechanical
servants created from engineering or miniscule objects END OF THE ROUND
animated by magic. These creatures can have just
about any form and are typically no larger than a Overwhelm If the mob is not injured, each creature that
dagger or large bowl. Constructs do not speak, though isn’t a swarm or a mob that is in the mob’s space or
they understand the commands of their creators. within 1 yard of it must make an Agility challenge roll.
On a failure, the creature takes 2d6 damage.
Faceless Servant
TINY CONSTRUCT DIFFICULTY 1 Conjuration magic can be used to create constructs
that serve as laborers or in any other simple capacity
Size 1/4 or smaller construct as their maker desires. Faceless servants have no
Perception 5 (–5); darksight personality, no motivation, and never complain no
Defense 14; Health 4; Insanity —; Corruption — matter how they are treated. Although they are silent
Strength 8 (–2), Agility 14 (+4), Intellect 5 (–5), Will 11 (+1) and dutiful, some have reported unusual behavior in
Speed 10 these strange creations such as twitching, picking at its
Immune damage from disease or poison; asleep, charmed, skin when not ordered, or casting about blindly.
A faceless servant has a humanoid form, but they all
diseased, fatigued, frightened, poisoned lack any features to distinguish one from another. They
do not speak, but they understand commands given to
ATTACK OPTIONS them by their creators.
Appendage (melee) +4 (1d3)
Demon
The disembodied shreds of the Demon Lord, demons FACELESS SERVANT DIFFICULTY 1
have no physical form while in the Void. When they
slip into reality, however, they make their bodies from Size 1 construct
whatever materials they have on hand, assuming
monstrous shapes of organic and inorganic materials. Perception 5 (–5); sightless
Some spells bring multiple demons from the Void Defense 10; Health 5; Insanity —; Corruption —
and gather them into terrifying mobs, such as the one Strength 10 (+0), Agility 10 (+0), Intellect 5 (–5), Will 5 (–5)
described here. Speed 10
Immune blinded, charmed, compelled, deafened, frightened
MOB OF SMALL DEMONS DIFFICULTY 100 Fire Imp
Size 3 horrifying demon A caster of fire magic can bring forth small, cherubic
beings formed from flames. These fire imps have
Perception 13 (+3); truesight small, plump bodies held aloft by fiery wings. Their
Defense 17; Health 80; Insanity —; Corruption — fingers end in long, curling claws, which cauterize
Strength 16 (+6), Agility 13 (+3), Intellect 11 (+1), Will 15 (+5) even as they cut.
Speed 18 Fire imps resent their binding and strain against
Immune damage from disease or poison; dazed, diseased, their maker’s control. They shriek and howl,
making so much noise that they invariably attract
fatigued, frightened, immobilized, impaired, poisoned, attention. These creatures also take great personal
slowed, stunned risks, knowing that their destruction will end their
Mob A mob takes half damage from attacks that target unwanted existence.
individual creatures and double damage from attacks that Fire imps understand the language of their creators,
affect an area. The mob acts as a single creature, but it counts but they do not speak.
as ten creatures for the purpose of choosing targets. A mob
makes Strength, Intellect, and Will challenge rolls with 1 boon.
Creatures can move through the mob’s space, but such
creatures treat the area as difficult terrain. The mob can
squeeze through openings large enough to permit the
passage of an individual member and can move through
spaces occupied by other creatures.
136
Creatures of Magic
FIRE IMP DIFFICULTY 10 ATTACK OPTIONS
Size 1/2 construct Bite (melee) +6 (2d6 + 2 plus 2d6 from lightning plus Stun
on attack roll 20+)
Perception 10 (+0); truesight
Defense 13; Health 20; Insanity —; Corruption — Stun A creature must get a success on a Strength challenge
Strength 8 (–2), Agility 13 (+3), Intellect 7 (–3), Will 11 (+1) roll with 3 banes or become stunned for 1 round.
Speed 12; flier (swoop)
Immune damage from disease, fire, or poison; asleep, END OF THE ROUND
blinded, dazed, deafened, diseased, fatigued, frightened, Electrical Storm Each creature that is not a genie and is
immobilized, poisoned, prone, slowed, stunned within medium range of the genie must make an Agility
Fiery Form A fire imp takes half damage from weapons. In challenge roll with 1 bane. On a failure, the creature takes
addition, it blazes brightly, shedding light out to 5 yards 1d6 damage and becomes impaired for 1 round.
around it.
Fire Burst When a fire imp becomes injured or Grim Reaper
incapacitated, it explodes, releasing flames from its body
into a 1-yard-radius sphere. The flame deals 1d6 damage Father Death casts a dark shadow across the
to each creature and object in the area. A creature in the Underworld, as his gleaming scythe severs old lives to
area that gets a success on an Agility challenge roll takes make room for the new. In olden times, Thanatos would
half the damage. venture into the mortal realm astride his pale horse to
Water Vulnerability A fire imp cannot move across or into harvest souls, but in his ever-Increasing madness he
water or ice. It makes challenge rolls to resist Water spells has come to rely more and more on the grim reapers
with 1 bane and takes double damage from Water spells. that serve him, sending them forth to chase down those
errant scraps of essence that have somehow resisted
ATTACK OPTIONS being drawn into the Underworld or Hell.
Fiery Claws (melee) +3 with 1 boon (1d6 plus 1d6 from fire) Each grim reaper appears as a skeleton wrapped in
hooded robes spun from shadow. Like its master, it
Genie wields a scythe with a gleaming blue blade. The light
of the scythe is mirrored in pools of blue light that
Echoes of the creative forces that spun reality out reflect from their empty eye sockets.
of substance stolen from the divine, most genies Grim reapers carry out their missions with singular
found in the world are gibbering, formless entities, focus. No words can sway them, and no excuse can
tormented by their creations. Only when bound to stay the sweep of their blades. When mortals die, grim
matter by magic do they reclaim something of their reapers come to claim their souls.
former strength and then prove to be destructive, When not prowling the shadows of the mortal
violent beings, eager to be released from their binding world, grim reapers attend Father Death, lending aid
so they can resume their eternal lament for what they in the grisly harvest with each precise swing of their
have become and all they have lost. merciless weapons. They also protect their master,
A storm genie appears as a twisting serpent made moving to block any attempt to harm him, even if
from smoke or vapor. Electricity dances across its doing so would mean their own ends. Grim reapers
body, and its eyes gleam with flickering light. have no desires or ambitions other than to claim
mortal souls.
STORM GENIE DIFFICULTY 100 When grim reapers bother to speak, they do so in
High Archaic or, rarely, the Common Tongue.
Size 2 or larger genie
GRIM REAPER DIFFICULTY 1,000
Perception 10 (+0); truesight
Defense 17; Health 40; Insanity —; Corruption — Size 2 horrifying spirit
Strength 14 (+4), Agility 16 (+6), Intellect 7 (–3), Will 10 (+0)
Speed 16; flier (swoop) Perception 25 (+15); truesight
Immune damage from disease or poison; asleep, blinded, Defense 20; Health 100; Insanity —; Corruption 0
Strength 20 (+10), Agility 20 (+10), Intellect 20 (+10), Will
dazed, deafened, diseased, fatigued, frightened,
immobilized, poisoned, prone, slowed, stunned, and any 20 (+10)
effect that would change the genie’s shape Speed 12; flier
Resilience A storm genie takes half damage from weapons. Immune damage from cold, disease, or poison; asleep,
Amorphous A storm genie can move freely through
openings wide enough to permit the passage of air, and it charmed, diseased, fatigued, poisoned
can move through spaces occupied by other creatures. Insubstantial A grim reaper takes half damage from
Empowered by Storms When a storm genie would take
damage from a Storm spell, it instead adds the damage as weapons, can move through solid objects and other
a bonus to its Health. The bonus lasts for 1 minute. While creatures, and ignores the effects of moving across
the genie’s Health is at least 60, its Size becomes 3. While difficult terrain.
its Health is 120 or higher, its Size becomes 4. Spell Defense A grim reaper takes half damage from spells
Savage Storm The area within a number of yards of the and makes any challenge roll to resist a spell with 1 boon.
genie equal to 4 + its Size is partially obscured by rain and A creature attacking a grim reaper with a spell makes the
blowing debris. Creatures other than the storm genie treat attack roll with 1 bane.
this area as difficult terrain.
Earth and Wind Vulnerability A storm genie makes 137
challenge rolls to resist Air and Earth spells with 1 bane
and takes double damage from such spells.
Creatures of Magic MAGIC
Revealed in Death A grim reaper is invisible to all creatures Power 5
other than spirits and incapacitated creatures. If the Death killing touch (6), injure (3), life drain (2), decay (2),
grim reaper uses an action to attack, it loses this trait
for 1 round. feast of souls (2), death fog (1), stop heart (1)
Eternal When a grim reaper becomes incapacitated, END OF THE ROUND
it collapses into streams of dissipating shadow. It
returns to existence, 24 hours later, in the Underworld Shed Affliction A grim reaper removes all afflictions from itself.
with no damage. Death Knell Each living creature within short range must
ATTACK OPTIONS get a success on a Strength challenge roll or take 2d6 +
Scythe (melee) +10 with 1 boon (3d6+ 6 plus Wrack Soul) 2 damage. A creature that takes this damage heals half
Wrack Soul A living creature must get a success on a damage for 1 round.
Harvest Soul The grim reaper kills one dying creature
Will challenge roll or become impaired for 1 minute. If a within short range. During the next round, the grim
creature is already impaired this way, it instead becomes reaper can take one additional action and one additional
defenseless for as long as it is impaired. triggered action.
SPECIAL ACTIONS
Mark for Death The grim reaper can use an action, or a Incarnation
triggered action on its turn, to choose one creature of Nature
it can see within medium range. Until the grim reaper
uses Mark for Death again, becomes incapacitated, In the view of many druids, the world is a living
or the target becomes incapacitated, the grim reaper organism, a being on which all other life depends.
makes attack rolls against the target with 2 boons and They can feel the restless spirit of the world beneath
the target automatically begins dying when it becomes their feet, hear its sigh in the wind passing through
incapacitated. the canopy overhead, and sense its presence in the
Swift Casting The grim reaper can use a triggered action at grumbles and quakes heaving in the depths. One of
any time during the round to cast a spell it knows. the most powerful spells known to the druids enables
Messenger of Death The grim reaper can use an action to them to call forth an incarnation of nature itself, a
move from the Underworld to an open space of its choice towering man-shaped thing created from earth and
within short range of any living creature in the world, plant material. Such is the world’s wrath that it takes
or to move from the world to any open space in the a supreme act of will for its summoner to control
Underworld. it. Otherwise, the incarnation wades across the
landscape, destroying the parasites that have so sorely
138 abused Urth.
An incarnation of nature stands 21 feet tall and
weighs several thousand pounds. It has a humanoid
shape, though its form obeys no laws of anatomy, able
to be bent and reshaped into whatever form or unlikely
position it needs to accomplish its goals. Flowering
vines cover its body, and as those flowers open, they
spray the land with pollen that inspires sickness and
madness in any who sample the world’s nectar.
INCARNATION OF NATURE DIFFICULTY 1,000
Size 5 frightening plant
Perception 13 (+3); sightless
Defense 15; Health 190; Insanity —; Corruption —
Strength 19 (+9), Agility 10 (+0), Intellect 8 (–2), Will 14 (+4)
Speed 10
Immune asleep, blinded, dazed, fatigued, frightened,
stunned
Nature Stride An incarnation ignores the effects of moving
across difficult terrain caused by plants, roots, and other
forms of undergrowth.
Fallen Giant When an effect would knock the incarnation
prone, its body covers an area on the ground that is as
tall and wide as the creature, starting at the edge of
its space and extending away from the source of the
effect that knocked it prone. The incarnation deals 10d6
damage to each creature and object in the area where it
falls. A creature can make an Agility challenge roll with
5 banes. On a success, the creature takes just half the
damage and moves to the nearest open space outside
the area. On a failure, the creature becomes trapped
under the incarnation.
Creatures of Magic
A trapped creature is prone, blinded, immobilized, and SPECIAL ACTIONS
totally covered. It can use an action to make an Agility Retributive Blow When a creature the guardian can reach
challenge roll with 6 banes. On a success, the creature
moves to the nearest open space and is no longer deals damage or imposes an affliction on the creature that
trapped. created the guardian, the guardian can use a triggered
Cold and Fire Vulnerability An incarnation takes double action to attack the triggering creature with its fist.
damage from cold and fire.
END OF THE ROUND
ATTACK OPTIONS Follow If the iron guardian is more than 5 yards from the
Appendage (melee) +9 with 2 boons (9d6 plus Grasping creature that created it, it moves up to its Speed toward
Vines) that creature.
Grasping Vines A creature must get a success on a Strength Manes
challenge roll with 1 bane or become immobilized. A
creature can use an action to repeat the roll and removes The spirits of the Underworld, manes form from those
the affliction on a success. souls claimed by Father Death and forced to pass time
in the gloom of that place until they forget their former
SPECIAL ATTACKS lives. Manes are fully described in Shadow of the Demon
Lord (Shadow, page 246). Sometimes, they gather into
Hail of Thorns The incarnation launches a barrage of thorns mobs, as presented below.
from its body into a 20-yard-long cone. Each creature in
the area must make an Agility challenge roll with 1 bane. MOB OF MANES DIFFICULTY 25
A creature takes 6d6 damage on a failure, or half the
damage on a success. If a creature gets a 0 or lower, it Size 3 frightening spirit
also becomes impaired until it or another creature uses
an action to remove the thorns. Perception 10 (+0); darksight
Defense 13; Health 80; Insanity —; Corruption 0
Sweeping Appendages The incarnation sweeps its Strength 10 (+0), Agility 13 (+3), Intellect 8 (–2), Will 9 (–1)
appendages around its body to attack any creatures Speed 6
it chooses that it can reach. Each target must get a Mob A mob takes half damage from attacks that target
success on an Agility challenge roll with 3 banes or
take 6d6 damage. individual creatures and double damage from attacks
that affect an area. The mob acts as a single creature, but
END OF THE ROUND it counts as ten creatures for the purpose of choosing
targets. A mob makes Strength, Intellect, and Will
Regeneration If the incarnation is not incapacitated, it heals challenge rolls with 1 boon.
3d6 damage.
Creatures can move through the mob’s space, but such
Tightening Vines Each creature immobilized by the creatures treat the area as difficult terrain. The mob can
incarnation’s Grasping Vines takes 3d6 damage. squeeze through openings large enough to permit the
passage of an individual member and can move through
World Pollen Clouds of sweet pollen spill from the spaces occupied by other creatures.
incarnation’s body to partially obscure the area within Spawn When the mob becomes incapacitated, it dissipates,
5 yards of it for 1 round. Any living and breathing creature and 1d6 manes (Shadow, page 246) appear in open
in the area when the world pollen appears or that enters spaces within the space it formerly occupied. They can
it must make a Strength challenge roll with 3 banes. On take the next available turn.
a success, the creature becomes immune to World Pollen
for 1 minute. On a failure, the creature gains 1d6 Insanity
and becomes fatigued for 1 hour. While fatigued, the
creature is also impaired.
Iron Guardian ATTACK OPTIONS
Claws and Teeth (melee) +3 with 3 boons (3d6 + 2, or 1d6 +
2 if injured)
Hulking humanoids forged from solid iron and END OF THE ROUND
animated by magic, iron guardians serve their makers
by fighting in their defense and destroying anyone who Overwhelm If the mob is not injured, each creature that isn’t
opposes them. a swarm or a mob that is in the mob’s space or within 1
yard of it must make an Agility challenge roll. On a failure,
the creature takes 2d6 damage.
IRON GUARDIAN DIFFICULTY 750
Size 4 construct
Perception 10 (+0); truesight
Defense 22; Health 100; Insanity —; Corruption —
Strength 19 (+9), Agility 10 (+0), Intellect 10 (+0), Will 8 (–2)
Speed 8
Immune damage from cold, disease, or poison; asleep,
charmed, diseased, fatigued, frightened, poisoned
Shielding Presence The iron guardian imposes 1 bane on
attack rolls made against the creature that created it.
ATTACK OPTIONS
Fist (melee) +9 with 1 boon (5d6)
SPECIAL ATTACKS
Double Attack The iron guardian attacks twice with its fists.
139
Creatures of Magic
Monster mob of medium monsters continues to be a threat even
after many of its members have been destroyed.
Like the other monsters described in Shadow of the
Demon Lord, titanic monsters can be found in the MOB OF MEDIUM MONSTERS DIFFICULTY 25
world and might also be brought forth by powerful
Conjuration magic. Monsters have a wildly variable Size 3 monster
appearance, typically incorporating the traits of
ordinary beasts with unusual characteristics. Perception 12 (+2); darksight
Defense 13; Health 80; Insanity —; Corruption 1d3 – 1
TITANIC MONSTER DIFFICULTY 500 Strength 13 (+3), Agility 9 (–1), Intellect 7 (–3), Will 13 (+3)
Speed 10
Size 6 or larger monster Mob A mob takes half damage from attacks that target
Perception 13 (+3); darksight
Defense 11; Health 300; Insanity —; Corruption 1d3 – 1 individual creatures and double damage from attacks
Strength 20 (+10), Agility 9 (–1), Intellect 8 (–2), Will 15 (+5) that affect an area. The mob acts as a single creature,
Speed 12 but it counts as ten creatures for the purpose of choosing
targets. A mob makes Strength, Intellect, and Will
ATTACK OPTIONS challenge rolls with 1 boon.
Natural Weapon (melee) +10 with 2 boons (6d6)
Creatures can move through the mob’s space, but such
SPECIAL ATTACKS creatures treat the area as difficult terrain. The mob can
squeeze through openings large enough to permit the
Frenzied Attack The monster attacks two different targets passage of an individual member and can move through
with its natural weapon, making each attack roll with 1 bane. spaces occupied by other creatures.
Spawn When the mob becomes incapacitated, it dissipates,
Massive Attack The monster lashes out at all creatures and 1d6 medium monsters (Shadow, page 246) appear in
within a cube, 6 yards on each side, extending from a open spaces within the space it formerly occupied. They
point in its space. Each creature in the area must make an can take the next available turn.
Agility challenge roll with 2 banes, taking 4d6 damage on
a failure or half the damage on a success. ATTACK OPTIONS
Natural Weapon (melee) +3 with 3 boons (3d6 + 2, or 1d6 +
Mob of Monsters
2 if injured)
One of the most powerful Conjuration spells can cause
a horde of monsters to appear in a single moment. This END OF THE ROUND
Overwhelm If the mob is not injured, each creature that
140
isn’t a swarm or a mob that is in the mob’s space or
within 1 yard of it must make an Agility challenge roll.
On a failure, the creature takes 2d6 damage.
Ore Thrall Creatures of Magic
Expert manipulators of Metal magic can dredge up Creatures can move through the mob’s space, but such
crude humanoid figures made from iron ore and other creatures treat the area as difficult terrain. The mob can
metals. Utterly obedient to their creator’s commands, squeeze through openings large enough to permit the
ore thralls have no desire, goal, or objective beyond passage of an individual member and can move through
total subservience. When the magic that called them spaces occupied by other creatures.
ends, ore thralls collapse into piles of rubble. Naturally Invisible A phantom is invisible to all creatures
other than spirits, animals, and children. While invisible,
ORE THRALL DIFFICULTY 25 the phantom lacks the horrifying trait and cannot use its
attack options.
Spawn When the mob becomes incapacitated, it dissipates,
and 1d6 phantoms (Shadow, page 250) appear in open
spaces within the space it formerly occupied. They can
take the next available turn.
Size 1/2 construct ATTACK OPTIONS
Phantom Weapon (melee) +3 with 4 boons (4d6 + 2, or
Perception 5 (–5); darksight
Defense 15; Health 50; Insanity —; Corruption — 2d6 + 2 if injured)
Strength 14 (+4), Agility 8 (–2), Intellect 5 (–5), Will —
Speed 8 SPECIAL ACTIONS
Immune damage from disease or poison; asleep, charmed,
Manifestation The mob of phantoms uses an action, or a
diseased, fatigued, frightened, poisoned triggered action on its turn, to become visible. It remains
visible until it uses an action, or a triggered action at any
Metal Resonance Whenever a creature within short range time, to become visible once more.
casts a Metal spell, the ore thrall heals 1d6 damage.
END OF THE ROUND
Stoke the Flames When the ore thrall takes damage from
fire, it becomes superheated, and its weapon attacks deal Overwhelm If the mob is not injured, each creature that isn’t
a swarm or a mob that is in the mob’s space or within 1
1d6 extra damage from the searing heat. yard of it must make an Agility challenge roll. On a failure,
the creature takes 2d6 damage.
Stride Through Earth An ore thrall can move at half its Speed
through solid objects made of earth, stone, or metal.
ATTACK OPTIONS Primal Champion
Appendage (melee) +4 (1d6 + 2)
When Primal magic taps into the essential forces at
SPECIAL ATTACKS work in the wild places, nature responds by sending
Double Attack The ore thrall attacks twice with its forth animals to aid the caster. Among the greatest of
these servants are the so-called primal champions.
appendage. They take on any appearance that fits the environment
from which they are summoned, appearing as gigantic
Phantom bears, lions, elks, or other majestic creatures of great
size. They do not speak, but understand the commands
The untethered souls of mortals struck down in the of their summoners.
prime of their lives sometimes linger in the mortal
world. A task left unfinished, a quest unfulfilled, or an PRIMAL CHAMPION DIFFICULTY 250
oath not yet upheld often prevents them from finding
their fate in the Underworld or Hell. Phantoms are fully Size 3 animal
described in Shadow of the Demon Lord (page 250). When Perception 15 (+5); darksight
they gather into mobs, use the following statistics. Defense 15; Health 150; Insanity —; Corruption 0
Strength 18 (+8), Agility 11 (+1), Intellect 10 (+0), Will 15 (+5)
MOB OF PHANTOMS DIFFICULTY 100 Speed 12
Immune charmed, fatigued, frightened
Size 3 horrifying spirit
Perception 11 (+1); darksight ATTACK OPTIONS
Defense 16; Health 80; Insanity —; Corruption 1 Natural Weapons (melee) +8 with 2 boons (5d6, or 5d6 + 17
Strength —, Agility 13 (+3), Intellect 9 (–1), Will 11 (+1)
Speed 10 on attack roll 20+)
Immune damage from cold, disease, fire, or poison;
SPECIAL ATTACKS
asleep, blinded, diseased, fatigued, immobilized,
Pin The primal champion makes an attack against a Size 2
poisoned, slowed or smaller creature it can reach with its natural weapons.
On a success, the target also falls prone and becomes
Insubstantial A mob of phantoms takes half damage from grabbed for 1 round.
weapons, can move through solid objects and other
Maul The primal champion mauls a creature it has grabbed.
creatures, and ignores the effects of moving across The creature takes 5d6 + 17 damage.
difficult terrain. Roar The primal champion uses an action, or a triggered
action when it takes damage, to roar. Each creature it
Mob A mob takes half damage from attacks that target chooses within short range of itself must get a success on
individual creatures and double damage from attacks a Will challenge roll with 1 bane or become frightened for
1 minute. Once the primal champion uses its Roar, it must
that affect an area. The mob acts as a single creature, wait 1 minute before it can use it again.
but it counts as ten creatures for the purpose of choosing 141
targets. A mob makes Intellect and Will challenge rolls
with 1 boon.
Creatures of Magic
Slime Specter
Slimes slither and flow through dark and damp places, A specter is a soul that was unable to find the
caves, sewers, and other noisome places where they Underworld and has become trapped in the mortal
fester and grow, their formless bodies feeding upon world. Its entrapment fosters an unholy hatred
the flesh of the living. Slimes come in many different for all living things, and it turns its considerable
colors, often associated with the regions in which power toward creating more dead wherever it can. A
they live, but they all exude corrosive goo from their specter turns the places it inhabits into bleak, forlorn
glistening bodies. wastelands, its mere presence sufficient to wither
Many casters of Transformation magic learn how plants and sicken animals. People cannot
to take the form of a slime, which serves them well bear to remain in such places, leaving the land to
as a way of briefly concealing their true nature. crumble into ruin. A specter looks as the creature
Slimes do not speak and do not understand did in the moment of its body’s death, but transparent
languages. and ghostly.
Experienced users of Spiritualism magic can cast a
SLIME DIFFICULTY 10 spell to bring forth a specter—but, as is often the case
with such acts, the specter resists any effort to keep it
Size 1 ooze under control.
Specters understand the Common Tongue, and some
Perception 14 (+4); sightless also know High Archaic, though they rarely speak.
Defense 7; Health 50; Insanity —; Corruption —
Strength 13 (+3), Agility 7 (–3), Intellect 5 (–5), Will 15 (+5) SPECTER DIFFICULTY 250
Speed 4
Immune damage from acid; blinded, charmed, dazed, Size 1 horrifying spirit
frightened, immobilized, prone, stunned, or any effect that
would change the slime’s shape against its will
Amorphous The slime can move freely through openings
wide enough to permit the passage of water, and it can
move through spaces occupied by other creatures.
ATTACK OPTIONS Perception 16 (+6); darksight
Defense 20; Health 100; Insanity —; Corruption 8
Pseudopod (melee) +3 with 1 boon, or 3 boons against a Strength —, Agility 16 (+6), Intellect 12 (+2), Will 15 (+5)
slowed or immobilized target (3d6, no damage to wood Speed 18; flier
or metal) Immune damage from cold, disease, fire, or poison; asleep,
SPECIAL ACTIONS blinded, deafened, diseased, fatigued, immobilized,
Elude When a creature makes an attack against the slime,
poisoned, slowed
the slime can use a triggered action to retreat.
Insubstantial A specter takes half damage from weapons,
can move through solid objects and other creatures, and
ignores the effects of moving across difficult terrain.
Sunlight Weakness A specter is impaired while in an area lit
by sunlight.
Naturally Invisible A specter is invisible to creatures other
than spirits, animals, and children. While invisible, the
specter lacks the horrifying trait and cannot use its attack
options.
ATTACK OPTIONS
Touch (melee) +6 with 2 boons against the target’s Agility
(5d6 and Flay the Mind)
Flay the Mind The target gains 1 Insanity. If the target is
frightened, it instead gains 1d6 Insanity and falls prone.
SPECIAL ACTIONS
Ethereal Flight The specter uses an action, or a triggered
action on its turn, to move up to its Speed. This
movement does not trigger free attacks.
Manifestation The specter uses an action, or a
triggered action on its turn, to become visible. It
remains visible until it uses an action, or a triggered
action on its turn, to become invisible once more.
END OF THE ROUND
Lethal Presence Each living creature within short
range of the specter must get a success on a
Strength challenge roll or take 1d6 damage.
142
Creatures of Magic
Sprite
Sprites dwell in the forests of the Stalwart Defender
hidden kingdoms and the mortal
world, their laughter sounding like
the ring of tiny bells. A joyful and
wild people, sprites delight in playing
games, chasing each other and small
animals, or tricking and frustrating
bears, deer, and other larger creatures.
Although they intend no harm, they
can become quite dangerous if angered.
One prick from a sprite’s magical arrow
is enough to send a creature into a deep
and lasting sleep.
Most sprites stand about 6 inches
tall and weigh a few ounces. All sprites
have large and colorful butterfly wings.
Some look like tiny people with large,
pointed ears and jewel-bright eyes.
Others have dandelion fluff for hair
or have bodies that appear to be made
from wood.
Sprites speak Elvish.
SPRITE DIFFICULTY 5 One of the most potent forms of Protection magic
enables the caster to create a construct that exists
Size 1/8 faerie only to keep its master safe. The stalwart defender
appears in a flash of light that coalesces around its
Perception 13 (+3); shadowsight giant humanoid form as a form of armor. Wielding
Defense 15; Health 7; Insanity 2; Corruption 0 a blade of hot steel, it lurches around after being
Strength 7 (–3), Agility 15 (+5), Intellect 11 (+1), Will 8 (–2) summoned, swinging its helmeted head this way and
Speed 12; flier that, searching for the enemies it was called to fight.
Immune damage from disease; charmed, diseased A stalwart defender does not speak, though it
Insubstantial A sprite takes half damage from weapons, understands the spoken commands of its summoner.
can move through solid objects and other creatures, and STALWART DEFENDER DIFFICULTY 100
ignores the effects of moving across difficult terrain.
Spell Defense A sprite takes half damage from spells and Size 2 construct
makes any challenge roll to resist a spell with 1 boon. A
creature attacking a sprite with a spell makes the attack Perception 15 (+5); truesight
roll with 1 bane. Defense 18; Health 100; Insanity —; Corruption —
Iron Vulnerability A sprite is impaired while it is in contact Strength 14 (+4), Agility 10 (+0), Intellect 11 (+1), Will 14 (+4)
with iron. In addition, the sprite loses Spell Defense Speed see Move with Master
for as long as it remains in contact with iron and for Immune damage from disease or poison; asleep, charmed,
1 minute after.
diseased, fatigued, frightened, poisoned
ATTACK OPTIONS
Move with Master Rather than move on its turn, the stalwart
Tiny Sword (melee) +5 with 1 boon (1d3) defender moves whenever its creator moves so that the
Tiny Bow (medium range) +5 with 1 boon (1 plus Sleep)
Sleep If the target is a creature, it must get a success on defender remains within reach of its creator. The defender
a Will challenge roll or fall asleep. If the target takes can move any distance and in any direction.
damage or another creature uses an action to awaken it,
the target removes the affliction. Otherwise, the creature Warding Presence The stalwart defender imposes 2 banes
remains asleep until deprivation kills it. When the target on attack rolls made against its creator, provided the
removes this affliction, it gains 1 Insanity.
defender is within reach of its creator.
END OF THE ROUND
Blink Roll a d6. On an even number, the sprite teleports to ATTACK OPTIONS
an unoccupied space it can see within short range. Burning Blade (melee) +4 with 1 boon (4d6 + 2 plus 1d6
from fire)
SPECIAL ATTACKS
Intercepting Strike When a creature moves into the
defender’s reach, the defender can use a triggered action
to attack the triggering creature with its burning blade.
143
Creatures of Magic
Unicorn Wyvern
Unicorns live in the forests of the hidden kingdoms, Smaller, dimmer cousins to dragons, wyverns have
far from other fey. These fantastic creatures resemble reptilian bodies covered with brown and gray scales,
horses with silvery-white coats that sparkle in the sometimes patterned but often not. A wyvern has two
moonlight. A single twisting horn extends out from the hind legs with clawed feet and great leathery wings in
center of a unicorn’s forehead. place of forelimbs. Its large, horned head extends from
The faeries believe that unicorns embody all that is its body on a long, serpentine neck. Its most distinctive
good and noble about their kind, and that when the feature is the stinger at the end of its tail, which injects
last unicorn fades from the world, the rest of the fey poisonous venom into its prey.
shall surely die. Although most unicorns are peaceful, One of the most spectacular uses of Transformation
gentle creatures, they too can be corrupted and turned magic enables the caster to assume the form of a
to darkness, as demonstrated by the vicious, flesh- wyvern for a short time.
eating beasts found in Niflheim.
Unicorns are so reclusive that few people ever WYVERN DIFFICULTY 250
encounter one in the wild, but skilled practitioners
of Fey magic can cast a spell that temporarily plucks Size 3 frightening monster
a unicorn from its home—with possibly perilous Perception 11 (+1); shadowsight
consequences if the caster is not pure of heart. Defense 17; Health 125; Insanity —; Corruption 0
Unicorns understand Elvish, though they never speak. Strength 17 (+7), Agility 10 (+0), Intellect 7 (–3), Will 10 (+0)
Speed 12; flier
Immune asleep, charmed
UNICORN DIFFICULTY 100 ATTACK OPTIONS
Size 2 faerie Teeth (melee) +7 with 1 boon (3d6)
Claws (melee) +7 with 1 boon (2d6)
Perception 16 (+6); shadowsight Stinger (melee) +7 with 1 boon (2d6 plus Wyvern Venom)
Defense 18; Health 45; Insanity 0; Corruption 0 Wyvern Venom A target must get a success on a Strength
Strength 14 (+4), Agility 16 (+6), Intellect 10 (+0), Will 18 (+8)
Speed 18 challenge roll with 2 boons or take 6d6 damage and
Immune damage from disease or poison; charmed, diseased; become poisoned for 1 minute. A target already poisoned
instead takes 3d6 extra damage.
poisoned, spells from the Curse, Death, and Forbidden
traditions SPECIAL ATTACKS
Heightened Awareness Creatures within medium range of a
unicorn cannot become hidden from it. Bite and Claw The wyvern attacks with its teeth and its claws.
Spell Defense A unicorn takes half damage from spells and Instinctive Sting When a creature the wyvern can reach
makes any challenge roll to resist a spell with 1 boon. A
creature attacking a unicorn with a spell makes the attack uses an action, the wyvern can use a triggered action to
roll with 1 bane. attack with its stinger.
Iron Vulnerability A unicorn is impaired while in contact
with iron.
ATTACK OPTIONS
Horn (melee) +6 with 1 boon (2d6, or 6d6 if the attack is
made as part of a charge)
Hooves (melee) +6 (3d6)
SPECIAL ATTACKS
Kick and Gore The unicorn attacks with its horn and its hooves.
SPECIAL ACTIONS
Vanishing Escape When a creature attacks the unicorn or
when the unicorn moves, it can use a triggered action to
teleport itself and anything it carries to an open space
within short range.
END OF THE ROUND
Vanishing Step The unicorn and anything it wears or carries
can teleport to an open space it can see within short range.
144
As you complete adventures and your group level and become a wizard. Or, if you began as a magician,
increases, you have opportunities to choose paths. At you could take the cloth and fight for your god as a
level 1, you choose a novice path, which defines your cleric.
most basic capabilities, your most essential techniques Shadow of the Demon Lord includes a wide selection
for overcoming adversity and lending aid to your of novice, expert, and master paths to help you build
companions. When your group advances to level 3, the character you envision in your mind. Other
you choose an expert path, which describes how your supplements expand on these choices, offering new
character fits into the wider world. Your expert path directions for character development, especially in
might build on the talents and spells you gained from response to the expansion of game concepts and
your novice path, or it could take you in an entirely story. This chapter goes even further by presenting a
different direction. Finally, when your group reaches selection of new expert paths, master paths, and a brief
level 7, you choose a master path to define the area in discussion of continuing the campaign beyond level 10.
which you hope to attain mastery. Because this book concerns itself with magic, so
Each time you choose a path, you might make your too do the paths included here. Most paths explore
choice based on what has transpired in the campaign different avenues to magical expertise and mastery,
so far, to reflect an ultimate goal, or for some other often associated with one or more traditions. Although
reason. Generally, paths have no requirements, so you magicians, priests, and magic-using rogues might
are free to mix and match whatever paths you like. If benefit most from the options included here, there’s
you began as a warrior, you might pick up a grimoire no reason why warriors could not diversify their
capabilities by choosing one of these paths as well.
145
Paths of Magic Level 6 Ascendant
Expert Paths Characteristics Health +4
Magic You learn one spell.
The selection of your expert path grounds your Ascendant Strike You can use an action to fly up to your
character in the world, showing you how your
character uses the talents gained from your novice path Speed. At any point during your movement, you can
to further your agenda. The following expert paths make an attack with a melee weapon. When your mind
expand on the options in Shadow and other sources, is focused from your use of the Focus Mind talent, your
offering routes of character development that result attack deals 1d6 extra damage. If you get a success on the
from further study of magic. attack roll, you can also use a triggered action to expend
the casting of a Soul or Telekinesis spell.
Ascendant
If you expend the casting of a Soul spell, the attack
A mysterious order of monastic philosophers claimed deals 1d6 extra damage plus 1d6 extra damage per rank
one of the rocky islands not far from the Kingdom of of the casting you expended. If you expend the casting
Sails and there built for themselves an impregnable of a Telekinesis spell, you can fly up to your Speed once
fortress in which they train, meditate, and reflect more, and your movement does not trigger free attacks.
on the nature of existence. Called ascendants, their In addition, until the end of the next round, you impose
methods resemble those of other sequestered mystic a number of banes on all attack rolls made against
warriors, in that the fruits of their labor allow them to you equal to 1 + the rank of the Telekinesis spell you
transcend the normal limits imposed by their fragile expended.
forms. Where they differ, however, is how they tap into
the power of their souls and minds and draw mystical Once you use this talent, you must wait at least 1 minute
energy from both, which enables them to perform before you can use it again.
astonishing feats, move objects and creatures with
thought alone, and find ways to overcome any threat Level 9 Master Ascendant
they might encounter.
Characteristics Health +4, Power +1
Ascendant Story Development Magic You learn one spell.
Mind and Soul When your mind is focused from your use of
d6 Story Development
the Focus Mind talent and you cast a Soul or Telekinesis
You joined the monastery of the ascendants to attack spell, you make the attack roll with 1 boon and you
1 overcome some previous trauma. You not only impose 1 bane on challenge rolls made to resist the spell.
Soul Energy You can use an action and expend the casting
found peace, but a new way to live. of a Soul spell to heal damage equal to 1d6 + 1d6 per rank
of the spell whose casting you expended.
2 Your mastery of your psychic gifts has helped Telekinetic Might You can use an action and expend the
you access the secrets of your soul. casting of a Telekinesis spell to gain a bonus to Defense
equal to 1 + the rank of the spell whose casting you
As a result of your efforts to harness the magic expended. The bonus lasts for 1 minute.
3 of your soul, you found your mind opening to
Brewmaster
new possibilities.
One of the essential techniques learned by most
A horrible monster attacked your mind and alchemists is the art of brewing potions. Although most
shattered your psyche. As you recovered, you alchemists treat this skill as a stepping stone toward
4 learned how to make use of the new pathways mastering more potent forms of alchemical magic, the
study of potions, elixirs, and tinctures holds a certain
to your thoughts. appeal to those who delight in the creation of different
substances and who always prefer to have something
You suddenly recalled one or more of your previous on hand to deal with a raft of situations. Brewmasters
lives or memories that had been lost to you. In have elevated the science of potion brewing into an art
5 doing so, you discovered that you could draw upon form all its own, and in their cauldrons they can whip
up beverages to astonish and amaze.
the magic of your soul. In Lij, the City of Magic, members of the
Brewmasters’ Guild gather to advance the knowledge
You died but somehow came back to life. The of their trade. Petitioners who show a steady hand and
6 experience forever altered you and bestowed a tolerance for intoxication might join their esteemed
ranks and learn their secrets—on the promise of
upon you unnatural gifts. never sharing them with outsiders. The period of
apprenticeship lasts a year or two. After completing the
Level 3 Ascendant training, the new brewmaster is presented with a fine
journal to hold all the notes and recipes learned from
Attributes Choose two attributes and increase each by 1. the Guild—in code, of course.
Characteristics Health +4, Power +1
Languages and Professions You can speak another
language or add a profession to your list of professions.
Magic You discover the Soul or Telekinesis tradition or learn
one Soul or Telekinesis spell.
Ascendant Defense When you’re not wearing armor, your
Defense equals 2 + your Will score.
Unwavering Resolve When your mind is focused from your
use of the Focus Mind talent (see page 114), you make
challenge rolls to resist gaining Insanity with 2 boons.
146
Brewmeister Story Development Paths of Magic
Level 9 Master Brewmaster
d6 Story Development Characteristics Health +3, Power +1
Magic You learn one Alchemy spell.
1 After drinking a strange potion, you were forced to Free Samples When you use your Brewmaster’s Admixture
seek out the Brewmasters’ Guild in Lij for a cure.
talent, you can choose to create a potion whose recipe
You had a knack for brewing potions, and you have learned and whose price is 1 gc or lower in place
2 becoming a brewmaster was a natural extension of of a dose of admixture. The potion retains its potency
until you complete a rest.
your training. Keen Nose You make all Perception rolls that involve the
sense of smell with 1 boon. In addition, you can identify
You favor the use of poisons and believed that by any potion by smelling it.
3 becoming a brewmaster you might make more Strengthen Potion If you do not know the identify substance
Alchemy spell, you learn it. You can use an action to
potent toxins. expend the casting of this spell to create another dose of
Brewmaster’s Admixture.
4 You found and deciphered the book of a dead
brewmaster. Brewmaster Potions
One of your relatives was the official brewmaster of Brewmasters have invented several potions. They
5 a local noble. When your relative died, you inherited rigorously guard the secrets of their manufacture from
outsiders and never, under any circumstances, sell
everything, including an interest in brewing. these potions to other alchemists who do not belong to
their cabal.
You discovered a cache of potions in an old The following potions represent the most common
6 laboratory. Your efforts to identify them resulted in ones known to brewmasters, but the GM might make
others available. Brewmaster potions count as exotic
your learning how to make such brews yourself. items, typically sell for 1 gc per dose, and use the
normal rules for potions (Shadow, page 108).
Level 3 Brewmaster
Amazing Tonic
Attributes Choose two attributes and increase each by 1.
Characteristics Health +3, Power +1 Reeking of spoiled fish, amazing tonic has a thin, oily
Languages and Professions You can speak another consistency. When it is consumed, the drinker must
get a success on a Strength challenge roll or vomit the
language or add a profession to your list of professions. potion up with no additional effect. If the creature
Magic You discover the Alchemy tradition or learn one can hold down the dose, the potion immediately
removes the diseased and poisoned afflictions from the
Alchemy spell. creature and renders the creature immune to damage
Brewmaster’s Book You have a tome filled with recipes and from disease or poison, as well as to the diseased and
poisoned afflictions, until the creature completes a rest.
alchemical lore. Choose any three potions in Shadow of the
Demon Lord, Demon Lord’s Companion, or the brewmaster Bracing Toddy
potions described below. You know these recipes, and
you can use them to create those potions by crafting This strong black concoction smelling of cloves
them or by casting the brew potion spell (Demon Lord’s causes the drinker, when the potion takes effect, to
Companion, page 34) from the Alchemy tradition. These turn bright red and emanate heat from its body in a
recipes are in addition to any other recipes you might 1-yard radius for 1d6 hours. Until the effect ends, the
have learned from your castings of the identify substance creature is immune to damage from cold and is in no
Alchemy spell (Demon Lord’s Companion, page 34), and way discomfited by cold temperatures. In addition, at
you can record such recipes into your book. If you lose the end of each round, any other creature within 1 yard
your book, you can recreate it by spending 48 hours using of the affected creature must succeed on a Strength
exotic materials worth 5 gc. challenge roll or take 1d6 damage from the strong heat.
Recipe Reference If you can reference your brewmaster’s
book while crafting a potion or casting the brew potion Brewmaster’s Bubbly
spell, you can brew the potion in half the listed time. In
addition, you need spend only a third of the potion’s cost A straw-yellow effervescent fluid, brewmaster’s bubbly
in raw materials. has a strong, yeasty smell. When the potion takes
effect, bubbles of lighter-than-air gas fill the affected
Level 6 Brewmaster creature’s body, causing it to rise 1d3 yards straight up
into the air immediately and ascend an additional
Characteristics Health +3 1d3 yards at the end of each round for 1d6 minutes.
Magic You learn one Alchemy spell. The creature can end the effect by releasing the gas
Brewmaster’s Admixture Once after each time you in a profound belch, which counts as a minor activity.
complete a rest, you can use an alchemist’s kit to brew a 147
number of admixtures equal to half your group’s level. The
admixtures retain their potency until they are used or until
you complete a rest. You can use an action, or a triggered
action on your turn, to add one admixture to a potion you
can reach. You can add only one admixture to a single
potion at a time. When you do so, choose from one of the
following effects.
• If the potion has a duration, the admixture doubles it.
• If the potion heals damage or deals damage, the admixture
causes the potion to heal or deal 1d6 extra damage.
• You can swap the potion’s normal effect for the effect of
any other potion for which you have a recipe and that has
the same or a lower price.
• The admixture makes the potion poisonous. Any creature
that consumes the altered potion takes 2d6 damage and
must make a Strength challenge roll with 1 bane. On a
failure, the creature takes 2d6 extra damage and becomes
poisoned until it completes a rest.
• The admixture causes the potion to take effect
immediately rather than at the end of the round.
Paths of Magic
Once the gas is released, the creature falls. An affected XXX Liquid Courage
creature that can reach a surface can pull itself along
that surface as if crawling. In addition, wind might A thick, black malted brew, XXX Liquid Courage
move a floating creature. Otherwise, unless the removes misgivings and doubts for 1d6 + 1 hours from
creature can fly, it cannot move itself horizontally while anyone who consumes it. Until the effect ends, the
affected by this potion. affected creature is impaired, but it cannot be charmed,
Caecras Cocktail compelled, or frightened. In addition, the affected
creature does not become frightened as a result of
Anyone who consumes this cocktail, made primarily gaining Insanity.
from pure grain alcohol, becomes impaired for 1d6 + 1
hours. If the drinker is already impaired, it instead falls Cryomancer
prone and becomes unconscious for the duration.
The fluid is extremely flammable and is often The secrets of elemental magic come from the
used as an explosive. As a minor action, a creature genies, those crazed and unpredictable entities
can stuff a rag into a container that holds the potion found haunting the most desolate lands in the world.
and light it, assuming the creature has ready access That knowledge has been passed down through
to fire. The creature can then use an action to throw the generations, subtly altered to suit the needs of
the flaming bottle to a point on a solid surface within the magic-users who learn the art. Sometimes, this
medium range. When the bottle hits that point or haphazard learning produces entirely new strains of
encounters a solid surface before then, it explodes, magic, often resulting from combining elements from
covering everything within 5 yards with flaming liquid. two or more traditions. Cryomancers, for example,
All flammable objects take 2d6 damage and catch have discovered how to merge the magic of Air and
fire. Each creature in the area must make an Agility Water into an entirely new discipline, giving them
challenge roll with 1 bane. A creature takes 2d6 damage power over cold and ice.
and catches fire on a failure, or just takes half the Many cryomancers come from the ranks of other
damage on a success. A creature that catches fire takes elemental casters, their specialty reflecting a new
1d6 damage at the end of each round until it or another branch of study. Others might be devotees of Old
creature uses an action to douse the flames. Man Winter who have striven to master the forces
The fire burns in the area for 1d6 + 1 rounds, and their patron deity represents in order to better serve
smoke fills and heavily obscures a 5-yard-radius, his interests in the world. And there are those who
20-yard-tall cylinder centered on the point of impact stumble onto the art, perhaps having uncovered the
until the flames are extinguished. techniques from a relic they have found or a fortunate
Rumblebelly Juice mishap resulting from a miscast spell. Whatever
the source of their power, they prove to be deadly
This concoction is bright green and stinks of licorice. combatants, with the full might of winter in their
When the potion takes effect, the creature’s belly arsenals.
bloats, filling with foul gas that lasts for 1d6 minutes.
An affected creature can use an action, or a triggered Cryomancer Story Development
action on its turn, though no more than once per
round, to belch a stream of noxious gas into a 5-yard d6 Story Development
cone originating from a point in the creature’s space.
Each living creature in the area of gas must succeed 1 A crazed genie whispered to you the secret words
on a Strength challenge roll with 1 bane or take 1d6 that you need to wield the power of ice.
damage from the poisonous fumes and become
poisoned for 1 round. A creature already poisoned While traveling through the Blasted Lands, you
instead takes 1d6 extra damage. spied Old Man Winter drifting through the snows.
Tongue Loosener 2 Taking this as a sign, you devoted yourself to that
This bluish potion has a strong alcohol taste. When the dark and sinister god.
potion takes effect, the creature becomes impaired for
1d6 + 1 hours. While impaired in this way, the creature Becoming a cryomancer simply reflects your
makes attack rolls in social situations with 3 boons and growing mastery of Air and Water magic. The
ignores the bane from being impaired. 3 talents you learn provide you with even greater
versatility.
You were wronged by salamanders at some point
4 in your past. Your thirst for vengeance led you to
mastering the secrets of ice and cold.
You encountered a sylph on the slopes of a
mountain and became friends or lovers. From this
5 elemental, you learned how to combine Air and
Water magic.
You traveled to Blötland to learn magic from the
6 jotuns. You returned, changed, with the force of
winter flowing through your veins.
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Paths of Magic
Level 3 Cryomancer
Attributes Choose two attributes and increase each by 1.
Characteristics Health +2, Power +1
Languages and Professions You can speak another
language or add a profession to your list of professions.
Magic You discover the Air or Water tradition or learn one
Air or Water spell.
Ice Magic Whenever a creature takes damage from an Air
or Water spell you cast, you can use a triggered action
to cause ice to form around one creature affected by
the spell, causing it to become slowed for 1 round. If the
creature is already slowed, it becomes immobilized for 1
round instead.
Level 6 Cryomancer
Characteristics Health +2
Magic You learn one spell.
Breath of Winter You can use an action, or a triggered
action on your turn, to cause an icy fog to surround you
and partially obscure you for 1 round. You can see through
the fog as if it wasn’t there. Until this effect ends, your Air
and Water spells deal 1d6 extra damage from the cold you
generate, and you take half damage from fire.
Level 9 Master Cryomancer
Characteristics Health +2, Power +1 enemies. Their works of magic can draw demonic
Magic You learn one spell. attention, poison one’s soul, and allow demons to find
Master of Ice and Cold You master the secrets of ice magic. purchase in mortal or immortal hosts.
Demonbinders learn their methods by perusing
When you cast an Air or Water attack spell, you make forbidden works of demonologists and their ilk. They
the attack roll with 1 boon and you impose 1 bane on rolls crave nothing but annihilation and see themselves as
made to resist your spells. In addition, whenever you cast prophets of the coming doom.
an Air spell or a Water spell, you can choose one of the
following effects. Demonbinder Story Development
• For 1 hour, you ignore the effects of moving across d6 Story Development
difficult terrain caused by ice or snow.
1 A demon possessed you and filled your head with
• For 1 hour, you take no damage from cold. all kinds of strange ideas.
• You create a patch of slippery ice with a radius of up
After successfully mastering and controlling a
to 2 yards on a flat surface you can see within medium 2 demon, you devoted yourself to mastering more of
range. The ice remains until it melts. Any creature
moving across that surface must get a success on an them.
Agility challenge roll or fall prone and stop moving.
• For 1 minute or until you would take damage from fire 3 After suffering appalling losses, you have given
or heat, you gain a +1d6 bonus to Defense from the ice yourself over to darkness.
that covers your body. But you take 1d3 damage at the
end of each round from the bitter cold. Your hatred has nudged you closer and closer to
4 ultimate damnation. Becoming a demonbinder is
Demonbinder
yet another step on your road to self-destruction.
Beyond the edge of reality stretches the infinite Void,
littered with the debris of countless destroyed realities. A religious institution destroyed your life. You have
Amid the tumbling wreckage, the fragments of planets, 5 become a demonbinder to bring that organization
the balls of burning gas, and the frozen bodies, eyes
still swiveling in rigid flesh, are countless disembodied to its knees.
demons. These vile things, the spawn of the Demon
Lord, hunger for entry into the mortal world, where You have been led to believe there is a place
they fashion for themselves bodies that they use to 6 for you after the world dies, and thus you have
wreak havoc and destruction for as long as they can.
Demons seek access to reality by any means, whether become a willing agent of the Demon Lord.
that be a crack in reality or the workings of foul magic.
The wicked cruelty of demonbinders cannot be
overstated. Cohorts of the most destructive forces in
the cosmos, these unhinged people use their magic to
release demons into the world and bind them to their
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